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Valve Programmer Dicussing ‘Advanced VR Rendering’ at GDC 2015

Half-Life developer and Steam owner Valve has a close relationship with virtual reality (VR) technology so far. Not only do several ex-employees now hold high level positions at Oculus VR, but the company even has its own head-mounted display (HMD) for internal testing, as pictured below. While the studio might not be planning to release its own kit for consumers to try out, Valve is more than happy to share its findings with anyone that will listening. To that end, one of the company’s Graphics Programmers will be holding a session on VR rendering at the 2015 Game Developers Conference (GDC).


Valve’s Alex Vlachos will be talking about ‘Advanced VR Rendering’ at the event at 15:00 PST on 4th March 2015 in San Francisco, California, USA. Starting with the ‘base requirements of VR rendering’, the session will go on to discuss advanced techniques to meet the demanding needs of high quality VR. The event’s description notes that developers will be expected to render 4 million pixels per frame at a minimum of 90 frames per second (fps). The session will discuss trying to reach these kinds of standards.

As the session’s official description notes: “Some topics that will be covered include: efficient stereo rendering, reducing rendering latency, saturating the GPU despite synchronization points, reducing pixel cost for low-priority pixels, specular antialiasing, constrained anisotropic lighting, and other tips and tricks relating directly to VR rendering performance and quality.”

GDC itself takes place from 2nd – 6th March 2015. There will be plenty for VR fans to follow, including showings from Oculus VR and its Oculus Rift HMD as well as Sony Computer Entertainment (SCE) and the Project Morpheus PlayStation 4 HMD. VRFocus will be at the event to bring you all of the latest updates on the technology.

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