Did...
did Nvidia just reinvent actual triple buffering as "FastSync"? That's what it seems like to me reading the description.
I mean, don't get me wrong, being able to force it at the driver level will be nice, since most developers seem incapable of or unwilling to implement it (rather than just flip queues). But just call it what it is!
It has nothing to do with and is completely orthogonal to reprojection, and it's not something which older GPUs can do in hardware.
did Nvidia just reinvent actual triple buffering as "FastSync"? That's what it seems like to me reading the description.
I mean, don't get me wrong, being able to force it at the driver level will be nice, since most developers seem incapable of or unwilling to implement it (rather than just flip queues). But just call it what it is!
The SteamVR benchmark fidelity maxes out at 11.
That's not it at all. Simultaneous multi-projection is about using multiple different projection matrices and framebuffers for rendering at the same time, in order to better approximate the actual pixel distribution of the screen after optical transformation.this is my salty face. sounds like the GPU equivalent of Valve's Reprojection or Oculus' Time Warp. And in fact, it's worse because it attempts to get support for a standard that would presumably be tied to Nvidia GPU's only.
It has nothing to do with and is completely orthogonal to reprojection, and it's not something which older GPUs can do in hardware.