Nvidia are one of the most recognisable names in Pc hardware, supplying the most popular high-end graphics cards to consumers who wish to experience virtual reality (VR) and those who just want to get the ultimate performance from their PC videogaming rig. The company has been fairly heavily involved in VR since the start of the modern era of VR.
Nina speaks to David Weinstein, the Director of Enterprise Virtual Reality at Nvidia about the plan Nvidia has for the future of VR and how the market has changed.
Weinstein started his career working in a more scientific career, working on applying uses of high-end computer graphics to science and engineering problems. This helped push to the development of more powerful computer graphics, a trend which has continued with VR as areas such as medicine and manufacturing seek to apply VR and augmented reality(AR).
It was noted by Weinstein that VR is still a developing space, with new innovations regarding how the technology can be applied appearing regularly. One of the areas where this has been particularly apparent that Nvidia has noticed has been the field of architectural design, where it is particularly valuable to put on a VR headset and see the room at scale.
Similarly, when designing an operating room, being able to experience where equipment is located and how the ergonomics work is very useful for ensuring that nurses and doctors can work as safely and efficiently as possible.
Weinstein spoke of the challenges of VR, saying that the graphics industry had accomplished much with creating near-photo-realistic worlds and characters, but moving that to VR involved new obstacles, as the quality needed to be consistently maintained whilst providing the smooth 90fps frame-rate that allows users to avoid simulation sickness.
One example described by Weinstein was the Ready Player One escape room experience, which used dual P6000 Quadro graphics cards, as consumer grade GeForce cards simply could not keep up with the required demand.
The full interview is available to view below. For further news from the VR industry, keep checking back with VRFocus.