For VR developers, keeping a high (90FPS+) and consistent frame rate is probably one of the biggest challenges they’ll face bringing games to market. In this session, Valve’s Alex Vlachos, Graphics Programmer, discusses techniques to adaptively alter your game’s fidelity in order to hit that FPS mark. Ben Lang is live-blogging this session, due to start @4PM PST.

Reliably hitting 90 fps in VR is a significant challenge. This talk will present a method for adaptively scaling fidelity to consistently maintain VR framerate without using reprojection techniques, even on very low-end GPUs, while also having the ability to increase fidelity for high-end GPUs and multi-GPU installations.

Speaker: Alex Vlachos, Graphics Programmer, Valve

Ben Lang is live-blogging this session live from the GDC show floor. Updates will appear automatically below, no need to refresh your browser.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.

  • felixcox

    Thank you for writing this up!

  • vivevive

    legendary blogging, thank you!

  • John Smith

    Guys,if you have time take a look at our new forums that we have just recently launched related to Virtual Reality.Consider joining us:

  • Thomas Michelsen

    Gamedevelopers have a seriously hard time getting SLI to work as-is. I doubt we’ll see proper working VR games, for multi-GPU setups, in the foreseeable future.
    Just look at the terrible implementation of SLI in The Division – it doesn’t work properly, with complaints all over The Internet about it.

  • yag

    Fantastic coverage, I almost felt “presence” while reading ;)
    As a Unity user, that VR rendering plugin is a great news, Valve is pioneering again ! (btw, they fixed a competing engine and that fix works also with competing headsets. Not bad, not bad…)