Research VR Podcast - The Science & Design of Virtual Reality

033 - Rendering challenges of Virtual Reality with Dominic Eskofier from NVIDIA

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This week on ResearchVR we dig deep into the magic behind rendering of VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.


Here is a list of most prominent issues we've talked about:

  • differences for VR GPU pipeline
  • improvements in Maxwell & Pascal series of GPUs
  • KPIs of graphical performance for VR
  • Motion-to-photo latency
  • GPU memory importance for VR
  • VR Works - importance and implementation
  • spatial audio through optical raytracing
  • addressing lens distortion
  • asynchronous time warp
  • VR SLI
  • GP-GPU - general purpose GPU calculations
  • CPU vs GPU
  • Quadro GPUs
  • NVidia for 360 videos
  • light field displays
  • eyeray render
  • cloud computing
  • NVIDIAs haptics engine


How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dominic for sharing his expertise with us and our listeners. Reach our guest at:

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About this podcast

The Podcast behind the Science and Design of Virtual Reality and Spatial Computing.

By combining our background in Cognitive Science and VR Research, we break down important Neuroscience to extract Design principles.

Each week, we feature the companies, founders, and researchers that are shapers of this Immersive Tech Industry.

Join our Discord community for Episode discussions, guest suggestions, and listener-only meetups!:

This podcast is produced by

by Azad Balabanian & Petr Legkov



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