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posted by janrinok on Thursday July 14 2016, @03:25PM   Printer-friendly
from the now-there's-a-thought dept.

Graphics cards manufacturers like Nvidia and AMD have gone to great pains recently to point out that to experience Virtual Reality with a VR headset properly, you need a GPU capable of pushing at least a steady 90 FPS per eye, or a total of at least 180 FPS for both eyes, and at high resolutions to boot. This of course requires the purchase of the latest, greatest high-end GPUs made by these manufacturers, alongside the money you are already plonking down for your new VR headset and a good, fast gaming-class PC.

This raises an interesting question: virtually every LCD/LED TV manufactured in the last 5 — 6 years has a "Realtime Motion Compensation" feature built in. This is the not-so-new-at-all technique of taking, say, a football match broadcast live at 30 FPS or Hz, and algorithmically generating extra in-between frames in realtime, thus giving you a hypersmooth 200 — 400 FPS/Hz image on the TV set, with no visible stutter or strobing whatsoever. This technology is not new. It is cheap enough to include in virtually every TV set at every price level (thus the hardware that performs the realtime motion compensating cannot cost more than a few dollars in total). And the technique should, in theory, work just fine with the output of a GPU trying to drive a VR headset.

Now suppose you have a entry level or mid-range GPU capable of pushing only 40 — 60 FPS in a VR application (or a measly 20 — 30 FPS per eye, making for a truly terrible VR experience). You could, in theory add some cheap Motion Compensation circuitry to that GPU and get 100 — 200 FPS or more per eye. Heck, you might even be able to program a few GPU cores to run the motion compensating as a realtime GPU shader as the rest of the GPU is rendering a game or VR experience.

So my question: Why don't GPUs for VR use Realtime Motion Compensation techniques to increase the FPS pushed into the VR headset? Would this not make far more financial sense for the average VR user than having to buy a monstrously powerful GPU to experience VR at all?


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  • (Score: 3, Informative) by vux984 on Thursday July 14 2016, @05:49PM

    by vux984 (5045) on Thursday July 14 2016, @05:49PM (#374440)

    Correct its latency, but the is issue isn't quite as you explain it.

    Its not so much that a real frame is coming only 1/20th second that is the problem; the issue is that motion compensation is a 'back fill'.

    If I have real-frame A, and real-frame B separated by 1/20th of a second. And you want to add smoothing frame A' and A'' between A and B that's great... but you can't generate A' and A'' until you have frame B.

    That is the latency problem. You have to wait for B, before you can generate A' and A'', and you have to display A' and A'' , all before finally displaying frame B. So you have to sit on B while doing that.

    Thus any system that does motion interpolation is basically running a few extra frames behind when it actually received a frame. In VR and gaming in general, you always want to display a frame as soon as you can. Hell, even just for normal PC use, the latency added by such processing makes mouse movements noticeably lag.

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