Brainwarp 1.0 (featuring “Smart Smoothing" and "fixed foveated rendering")

Dear all,
According to our internal development plan,

  1. Brainwarp 1.0 will mainly implement our Smart Smoothing algorithm, which is similar to Oculus “ASW” and SteamVR “Motion Smoothing”. We have spent much effort on this new algorithm development since Q1 2018, and recently we got good progress, we’re trying to release a beta version for backers testing when it passes our internal test.
    With Smart Smoothing technique, our users are expecting to get good performance on GTX1070 or GTX2060 when playing most of the VR games with 8K or 5K+ headset.
    Furthermore, we’re going to provide a middle FPS mode option (65Hz\72Hz or 80Hz) for 8K and 5K+.
    So the users are free to select Smart Smoothing and middle FPS mode while playing different games with a consistency MTP performance, especially for those middle-level GPU cards.

  2. Brainwarp 2.0 will mainly implement smart boost algorithm, plus some other good features for new generation card, like MVR…

We hope more and more users can enjoy wide FOV and high definition VR experience with our Barinwarp series techniques support. It might cover a good range from GTX1070 to GTX 1080Ti and RTX2060 to RTX 2080Ti, AMD RX580 to Vega64, also for some gaming laptops.

If you have any other good suggestions or comments pls let us know.

Thanks!
Pimax SW algorithm team!


1/15, 2019 update

Dear All,
Brainwarp 1.0 with Smart Smoothing is ready for a closed beta testing now. We will send it to our external testers from the community this week. After that, will follow open testing for our backers.

thanks!

1/25, 2019
Hi guys,
Some updates for you.

  1. we tested 90Hz/80Hz with Brainwrap 1.0 Beta, it works well.
    When turning on this feature, the games rendering >45Hz/40Hz will be acting as 90Hz/80Hz with better rendering quality.
  2. We’re testing 72Hz/64Hz with Brainwrap 1.0 Beta now,
    In this case, the games rendering >36Hz/32Hz is expected as 72Hz/64Hz with even better rendering quality.

Another good feature included in Brainwarp 1.0 is also under Beta test now.
fixed foveated rendering
Pimax FFR(fixed foveated rendering) is expected to get another 8-15% performance gain.
Currently, Pimax FFR could support RTX20XX series cards, the next step we’re trying on GTX10XX.

Notes: Pimax “Smart Smoothing” and “FFR” feature are generally supporting for almost games(>95%). The games or titles don’t need any changes.

Thanks for all of the above suggestions. Dallas will feedback a table with the status show our reactions on all valuable suggestions from the community.

77 Likes

And what happens to the original technique to double the number of frames?

6 Likes

It just does not work the way they intended, so they call other (working) things now part of the brainwarp-package. Obvious.

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That is “Smart Boost”, it is planed in Brainwarp 2.0 version.

22 Likes

Oh, great! Please proove me wrong! :joy::+1:

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The fact alone that they manage to copy ASW astonishes me. If this works the pimax team is so much more talented than most thought. This is no easy task.

17 Likes

This post needs a “pimax-official” tag… :upside_down_face:

@PimaxVR

Only staff can apply that.

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Yes, it takes almost one-year development and needs much stronger technical support from Nvidia and AMD side.

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If Brainwarp 1.0 (Pimax ASW) works like ASW/Motion Smoothing that means it does half the rendered frames and insert an artifical (warped, every other) frame incorporating actual head position. So i would vote for nothing less than 72Hz (resulting in 36Hz actual frames demanded from GPU). This should be enough for even a 980ti in most of the games…

Edit @PimaxVR: make the beta available to everybody interested to test it.
I have plenty of games and am willing to help you out testing.

9 Likes

Fantastic news, thanks! :slight_smile:

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To understand nVidia RTX Multi View Rendering (MVR):

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Any advantage to render 4 views instead of 2 for pimax?

Edit: questioning anyone who does know. I think two views should be sufficient for two panels, but was wondering…

As MVR is part of vrworks, it must be supportet by title, there is no general support.
I really hope nvidia pushes these things much more. SLIVR, too, please!

2 Likes

“By rendering four projection centers, Multi-View Rendering can power canted HMDs (non-coplanar displays) enabling extremely wide fields of view”.
All in a single pass, a good boost in performance; maybe another good boost using “parallel projections”.

4 Likes

But PP should not be needed if the title supports MVR :joy:
And if the title has no support then MVR does not help, either…

@PimaxVR It originally was 60Hz and 72Hz. why it’s now 65Hz? Great advance btw, I hope it works well

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i hope we can beta test it @PimaxVR
we have enough games and applications to try

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Hi are you working on foveated rendering?? This could be the key to any performance problems…

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  • Colour, contrast and brightness control next, adjustable by pressing a combination of buttons on the headset :sunglasses:

  • Saving pitool game config settings, as in a profile manager for settings for each game in pitool.

  • Sharpening filter akin to the setting in vorpx to improve sharpness on the 8k.

  • Better distortion correction profile to make large fov mode useable, and make objects stretch less in peripheral edges of the screens on each eye.
    (*Maybe achievable using nvidia multi-view rendering and aglass eye tracking (cheap, affordable $10 per eye eyetracking.) to have the sweet spot in the headset rendered to move along with the focal point of the eye)

  • Better vorpx performance

  • Original controller design (less obstructive without the tracking ring which goes around the wrist), or Valve Knuckles controller support

  • At least two types of face cushion foam (a smaller and a larger, 13mm and 15mm) and deluxe audio strap included with future consumer release 5k+ and 8k models.

19 Likes

Suggestions:

  • make “standby button” into menu/ok button and use volume up down to navigate. then allow use up down button to adjust brightness, contrast, saturation, sharpness like TV
  • also include distortion adjustment in software, also can adjust with up down buttons from menu
  • also make everything adjustable in pitool with mouse slider ui
  • try to inject calls to setup nvidia turing variable rate shading for fixed/eye tracked foveated rendering. see https://devblogs.nvidia.com/turing-variable-rate-shading-vrworks/
5 Likes

Suggestion:

  • 60hz not 65hz. 60hz and 72hz were suggested for better refresh rate sync for 24fps and 60fps content and movies.
  • Optional Anti-SDE screen layer protector for the 5k+ and 8k to further reduce SDE, similar to what is offered by Samsung Oddesey+.
9 Likes