The arrival of the GeForce GTX 980 Ti also heralds the release of the GameWorks VR dev kit from, who are all for virtual reality spreading like wildfire. The new fancy 980 Ti they say is packed full of goodness to support VR.
An alpha release of GameWorks VR is already among top development studios. Nvidia strongly believe the new GPU can match the needs of VR and 4K, especially with the arrival of DirectX 12.
Nvidia CEO Jen Hsun-Huang agrees with other proponents of virtual reality that it's "the future of gaming," and hopefully it won't suffer the 'meh' indifference that 3D has. Oculus VR has revealed a recommended specs list that features at least a GeForce GTX 970.
The upcoming GeForce GTX 980 Ti has half the VRAM of the TITAN X but it said to match its performance. Unlike the latest 12GB TITAN, the new 980 Ti isn't restricted to reference speeds and so overclocked models can squeeze even more out.
GameWorks VR features:
▪ NVIDIA Multi-Res Shading (MRS) - An innovative new rendering technique for VR. With NVIDIA MRS, each part of an image is rendered at a resolution that better matches the pixel density of the final displayed VR image. This technology uses the multi-projection architecture of the GeForce GTX 980 Ti GPU to render multiple viewports in a single pass.
▪ VR SLI - Provides increased performance for VR apps. Multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity application programming interface, VR SLI allows scaling for PCs with two or more GPUs.
▪ Context Priority - Enables control over GPU scheduling to support advanced VR features such as asynchronous time warp. This cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
▪ Direct Mode - Delivers plug-and-play compatibility for VR headsets. With Direct Mode, the NVIDIA graphics driver recognizes the headset as a VR display rather than a standard desktop monitor, providing a more seamless user experience.
▪ Front Buffer Rendering - Lets the GPU to render directly to the front buffer to reduce latency.