Dev with question for Epic devs about RTX (ray tracing) for VR

With the annoucement today I found just one article that talks about the new RTX 2080 features for VR. Here: NVIDIA Turing Architecture Propels VR Toward Full Immersion | NVIDIA Blog and it only talked about *Variable Rate Shading and Multi-View Rendering *and discusses the tensor rt core being capable of ray tracing in general, but not that it’s capable in VR.

No mention of any of the new ray tracing features for VR at all (rt shadows, GI, rt reflections, etc) which has me slightly concerned. It would be nice to know before I order this thing, as I noticed in the presentation they reported about 45ms of latency for the AI denoiser to denoise the ray traced lighting effects. That seems too high to work in VR as I believe the target has always been under 20ms. I could imagine with that sort of latency it could create a sort of smearing effect all over the screen.

Can someone at Epic provide more info on this? I wanted to look into these RTX gpus a high end VR Archviz project. I know that these cards would probably not be strong enough to handle all three or four of these effect (rt reflections, shadows, gi, or ambient occlusion) at the same time. I know that ambient occlusion doesn’t even seem to work for VR at all right now… my question is can it handle even just one of these realtime raytraced effects, or does latency AI denoising kill the entire thing? I am really hoping that it’s only performance constraints that are the problem and not the underlying technology making this happen (the DLAA stuff nvidia mentioned)

  • 1 we need more info please

That’s a great question. I’d like to know that, too!

Great stuff but I prefer the wait and see with Nvidia…like the …holodeck story.