The NVIDIA VR Fun House Experience

Author:Kyle Bennett

Date: Thursday , July 14, 2016

The NVIDIA VR Fun House is a little more than a "normal" tech video from the GPU company. This one you get to use the HTC Vive and participate in rather than being stuck on the sidelines watching all the fun. Let's face it, anytime you get to destroy stuff with pistols and hammers, it's a good day.

VR Tech Demo

When we usually see new technologies or graphical features in new GPU architectures, we see an accompanying demo that we can either run on our own machines, or see in the form of pictures or video. NVIDIA VR Fun House is NVIDIA's Pascal architecture tech demo except this time we get to be in on the action. If you are reading this, you should be able to download this demo on Steam.

I have spent a lot of time with VR in the last couple of weeks, and I think the NVIDIA VR Fun House environment is probably the most punishing in terms of GPU stress. As you will see in the walk through video below, NVIDIA suggests GeForce GTX 1080 SLI for utilizing the highest graphical and physics settings, and that is exactly what we used.

This graph below is a snippet from the middle of the Fun House which is the most demanding. This graph shows how long it took our GPUs to render a frame in milliseconds, across 23,000 frames while play NVIDIA VR Fun House.

click for a larger image

Since the HTC Vive needs to run at 90 frames per second to provide the best possible VR experience, our GTX 1080 SLI setup has about 11.1 milliseconds to get the needed frame rendered. When your graphics setup takes more than 11.1ms with the HTC Vive to render a number of concurrent frames, it will drop your frames per second in half, to 45fps, in the headset and this can cause a lot of different problems for the wearer.

We do see some spikes over the 11ms mark, but we never had enough concurrent frames slowly rendered to cause us an issue with framerate drops in the Vive headset. And HTC does now allow reprojection to be used in order to combat the framerate drop, if there is one. At some points this week playing around with the Fire Arrow game, once I got multiple fires on screen, I could see some slowdowns occur in how fluid the flames themselves were being rendered. The overall experience is still however excellent.

Below is a quick walkthrough of the VR Fun House that I captured from the desktop. While it does show a dual display, it actually is fairly easy to watch and I would suggest watching it in full screen to better see the details.

NVIDIA VR Fun House Screen Shots

I am using NVIDIA supplied screenshots that they gave us access to. It is damn hard getting action shots while in the VR environment unless you have someone with you to take pictures.

NVIDIA VR Fun House Reviewers Guide.

NVIDIA supplied a Reviewer's Guide that does go into some of the technology used, and rather than regurgitate it here I thought we would just post it up. Here is also a link to the full PDF.