NVIDIA VRWorks™ Graphics

VRWorks is a comprehensive suite of APIs, libraries, and engines that enable application and headset developers to create amazing virtual reality experiences. VRWorks enables a new level of presence by bringing physically realistic visuals, sound, touch interactions, and simulated environments to virtual reality.

VRWorks Graphics SDK provides a set of versatile tools to enable ease of integration for application developers to deliver the best VR performance and image quality, with the most configurability and lowest latency. VRWorks Graphics SDK continues to be widely adopted by leading ISV developers in both the enterprise, creative, and gaming markets.

Best VR performance

Increase application rendering performance

Ease of integration

Easy developer integration and extensive support for multiple graphics APIs

Unlimited configurability

Best performance and image quality balance on new innovative platforms

Key Features


VRSS 2 (Variable Rate Supersampling) is a solution that improves VR image quality using foveated rendering. Foveated rendering is a technique where a region of the HMD screen is sampled at a higher shading rate. The foveated region dynamically changes location based on where the user looks. The latest version of VRSS 2 supports gaze tracking by integrating eye-tracking technology. VRSS is a zero-coding solution, so developers do not need to add any code to implement VRSS; all the work is done through the NVIDIA drivers.

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Variable Rate Shading

Variable Rate Shading (VRS) is a new, easy to implement rendering technique enabled by Turing GPUs. It increases rendering performance and quality by applying a varying amount of processing power to different areas of the image. With VRS, single-pixel shading operations can now be applied to a block of pixels, allowing applications to effectively vary the shading rate in different areas of the screen. VRS can be used to render more efficiently in VR by rendering to a buffer that closely approximates the lens corrected image that is output to the headset display. VRS can also be coupled with eye-tracking to maximize quality in the foveated region.

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Multi-View Rendering

Multi-View Rendering (MVR) is a feature in Turing GPUs that expands upon Single Pass Stereo, increasing the number of projection views for a single rendering pass from two to four. All four of the views available in a single pass are now position-independent and can shift along any axis in the projective space. By rendering four projection centers, Multi-View Rendering can power canted HMDs (non-coplanar displays) enabling extremely wide fields of view and novel display configurations.

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VR SLI provides increased performance for virtual reality apps where multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity API, VR SLI allows scaling for systems with more than 2 GPUs.

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Download VRWorks Graphics SDK

VRWorks Graphics SDK provides custom tools for head-mounted display (HMD) manufacturers to optimize performance and latency to deliver the best image quality with high-resolution displays.


Recognizes HMD as an appliance to enable direct control

More performant, immersive and responsive VR

Collection of APIs for fast breathtaking VR

Support the highest resolution HMD displays

Exposes the latest NVIDIA hardware technologies to deliver the best image quality


VRSS 2 (Variable Rate Supersampling) improves VR image quality using foveated rendering, and now VRSS 2 supports gaze tracking by integrating eye-tracking technology. VRSS is a zero-coding solution for application developers - all the work is done through NVIDIA drivers and the end user simply turns on VRSS in the NVIDIA Control Panel. HMD manufacturers can integrate their eye tracking run-time to take advantage of VRSS 2 features.

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Direct Mode

With Direct Mode, the NVIDIA driver treats VR headsets as special displays accessible only to VR applications, rather than a normal Windows monitor that your desktop shows up on. This enables better plug and play support and compatibility for the VR headset. Direct Mode leverages Front Buffer Rendering which enables NVIDIA GPUs to render directly to the front buffer to reduce latency, and Context Priority which supports fine-grained control over GPU scheduling. Context Priority enables advanced virtual reality features such as late latch and asynchronous time warp, which cut latency and quickly adjust images as HMD users move their heads, without the need to re-render a new frame.


The latest release of the NVIDIA VRWorks Display Stream Compression (DSC) SDK is now available. HMD vendors have access to DSC through the VRWorks DirectMode API available in VRWorks Graphics SDK v3.4. As HMD resolutions rapidly increase, the bandwidth requirements increase as well. While display protocols such as DisplayPort (DP) have been improving, they are at risk of being outpaced by the bandwidth required by upcoming HMDs. Fortunately, the NVIDIA VRWorks DSC SDK can provide the needed bandwidth reduction, supports compression ratios up to 3:1, and uses a compression protocol that is visually lossless.

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The VRWorks SDK for headset developers is available via online application. Once submitted your application will be reviewed and access granted pending evaluation.

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Other useful SDKs

Optical Flow SDK

Optical Flow SDK exposes the latest hardware capability of NVIDIA GPUs dedicated to computing the relative motion of pixels between images. This functionality can be leveraged by HMD developers to enhance features like asynchronous space warp with more accurate frame extrapolation, and mixed reality applications to provide a sense of depth and occlusion.

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VRWorks in-action

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Additional Resources