We talked about the release of Everest VR a couple of months ago, a VR app that’s more of an experience than a “game”. You start at Everest’s famous base camp, and then make the trek to the top. The best thing about Everest VR is that you won’t risk dying during your climb.
Another great thing is the fact that the game is built with technology that helps reduce performance requirements. This is something we explored last year when we found out Everest VR would be based on Unreal Engine 4 and utilize NVIDIA’s VRWorks SDK, and in particular, its Multi-Res Shading feature.
MRS is designed to warp the image you see more smartly so that less processing power is needed to render parts of the environment people will not even see. Today, we learn that Everest VR has gained an addition to Pascal’s Simultaneous Multi-Projection, with a feature called Lens Matched Shading. What this does is further improve performance by actually rendering fewer pixels – pixels that again are not seen, and are just wasting performance.
A great example of this tech in action can be seen in this example:
With basic rendering, the image on the left would be a complete image, with nothing cut out. With the first past of Lens Matched Shading, the image is split into four quadrants and adjusted to match the shape of the final image, and ultimately, what’s rendered can be seen on the right. That means that all of these extra pixels are simply not rendered, improving performance up to 15% over Multi-Res Shading.
If you’re interested in giving Everest VR a try, you may wish to take advantage of a sale going on at Steam right now (30% off). The only thing we’d warn you about is to not expect it to play like a regular game: this is more of an experience, and a breathtaking one.