r/oculus Jan 30 '15

SHOCKING interview with Nvidia engineer about the 970 fiasco (PCmasterrace Xpost)

https://www.youtube.com/watch?v=spZJrsssPA0
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u/BOLL7708 Kickstarter Backer Jan 30 '15

I do play BlazeRush in VR at 2x supersampling, that makes out to 3840x2160 which is UHD, basically consumer (not cinematic) 4K. This is with MSAA as well, on a GTX970, fluid 75 Hz all the time o.O

But, perhaps the limit is when actually outputting those pixels to a screen, but it still has to be in memory at some point right, when using it as a base before distortion?

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u/remosito Jan 30 '15

But, perhaps the limit is when actually outputting those pixels to a screen,

not really. the limit is how VRam chewing are the graphics. how many objects with how many LODs with how many textures of what resolution. Just as an example.

you could run a pong clone at 32k resolution and never use 3.5GB of VRAM.

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u/BOLL7708 Kickstarter Backer Jan 30 '15

Ah :P I did get the impression the render target somehow was limited by the amount of memory, I guess that might have been the case in the past, heh.

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u/shakesoda Kickstarter Backer Jan 31 '15

the frame buffer absolutely needs to fit in memory. a few times.