NVIDIA Works: ANSEL & VRWorks Audio

Along with the various hardware aspects of Pascal, NVIDIA’s software teams have also been working on new projects to coincide with the Pascal launch. These are a new screenshot tool, and a new audio simulation package based on path traced audio.

We’ll start with NVIDIA’s new screenshot utility. Dubbed ANSEL, after famous American environmental photographer Ansel Adams, ANSEL is a very different take on screenshots. Rather than taking screenshots from the player’s perspective at the game rendering resolution, ANSEL allows for an entire scene to be captured at a far higher resolution than with standard screenshots. NVIDIA is pitching this as an art tool rather than a gaming tool, and I get the impression that this is one of those pie-in-the-sky kind of ideas that NVIDIA’s software group decided to run with in order to best show off Pascal’s various capabilities.

At its core, ANSEL is a means to decouple taking screenshot from the limitations of the player’s view. In an ANSEL-enabled application, ANSEL can freeze the state of the game, move the camera around, and then generate a copious amount of viewports to take screenshots. The end result is that ANSEL makes it possible to generate an ultra-high resolution 360 degree stereo 3D image of a game scene. The analogy NVIDIA is working towards is dropping a high quality 360 degree camera into a game, and letting users play with it as they see fit.

But even this isn’t really a great description of ANSEL, as there isn’t anything else like it to compare it to. Some games have offered 360 degree capture, but they haven’t done so at any kind of resolution approaching what ANSEL can do. And this still doesn’t touch features such as HDR (FP16) scene capture or the free camera.

Under the hood, ANSEL is at times a checklist for Pascal technologies (though it does work with Maxwell 2 as well). In order to capture scenes at a super high resolution, it forces a scene to its maximum LOD and breaks it down into a number of viewports, implemented efficiently using SMP. To demonstrate this technology NVIDIA put together a 4.5Gpix image rendered out of The Witcher 3, which was composed of 3600 such viewport tiles. Meanwhile stitching together the individual tiles is a CUDA based rendering process, which uses overlapping tiles to resolve any tone mapping conflicts. Finally, ANSEL captures images before they’re actually sent to a display, grabbing HDR images (in EXR format0 in games that support HDR.

Meanwhile given its level of deep interaction with games, ANSEL does require individual game support to work. This is in the form of a library provided by NVIDIA, which helps ANSEL and NVIDIA’s driver make sense of a scene and pause the simulation when necessary. Unsurprisingly, NVIDIA is eager to get ANSEL into more games – it just launched on Mirror’s Edge: Catalyst – and as a result is touting to developers that ANSEL is easy to implement, having taken only 150 lines of code on The Witcher 3.

Ultimately NVIDIA seems to be throwing ANSEL at the wall here to see what sticks. But it should be neat to see what users end up doing with the technology,

VRWorks Audio

Not to be outdone by the ANSEL team, other parts of NVIDIA’s software group has been working on a slightly different kind of project for NVIDIA: audio. As a GPU company, NVIDIA has never been deeply involved with audio (not since getting out of the chipset business, at least), but with the current focus on VR, they are taking a crack at it in a new way.

VRWorks Audio is the latest library as part of NVIDIA’s larger VRWorks suite. As given away by the name, this library is focused on audio, specifically for VR. In a nutshell, VRWorks is a full audio simulation library, using path tracing to power the simulation. The goal of VRWorks Audio is to provide a realistic sound simulation for VR, to further increase the apparent realism.

Under the hood, VRWorks audio leverages NVIDIA’s existing OptiX path tracing technology. Only rather than tracing light it’s used to trace sound waves. Along with simulating audio propagation itself – including occlusion and reverb – VRWorks Audio is also able to run the necessary Head Related Transfer Functions (HRTFs) to reduce the simulation down to binaural audio for headphones.

All of this is, of course, executed on Pascal’s CUs in a manner similar to path tracing or PhysX, running alongside the main graphics rendering thread. The amount of processing power required for VRWorks Audio can vary considerably depending on the detail desired (particularly the number of reflections); for NVIDIA’s VR Funhouse demo, VR Works audio can occupy most of a GPU on its own.

Ultimately, unlike some of the other technologies presented by NVIDIA, VRWorks Audio is in a relatively early stage. As a result while NVIDIA is shipping the SDK, there aren’t any games that are announced to be using it at this time, and if it gets any traction it’ll be farther into the future before we see the first games using it. That said, NVIDIA is already reaching out to the all-important middleware vendors on the subject, and to that end their own VR Funhouse demo is using FMOD with a VRWorks Audio plugin to handle the sound, demonstrating that they already have VRWorks Audio working with the popular audio middleware.

GPU Boost 3.0: Finer-Grained Clockspeed Controls Meet the GeForce GTX 1080 & GTX 1070 Founders Edition Cards
Comments Locked

200 Comments

View All Comments

  • jcardel - Wednesday, July 27, 2016 - link

    This is excactly the same situation as me. I got a 770 sitting in my rig, and am looking hard at the 1070, maybe soon. Although my 770 is still up to the task in most games, I really play only blizzard games theese days and they are not hard on your hardware.

    My biggest issue is really that it is rather noisy, so I will be looking for a solution with the lowest DB.

    Great article, it was totally worth waiting for.. I only read this sort of stuff here so have been waiting till now for any 1080 review.

    Thanks!
  • D. Lister - Thursday, July 21, 2016 - link

    Nice job, Ryan. Good comeback. Keep it up.
  • Saeid92 - Thursday, July 21, 2016 - link

    What is 99th procentile framerate?
  • Ryan Smith - Thursday, July 21, 2016 - link

    If you sorted the framerate from highest to lowest, this would be the framerate of the slowest 1%. It's basically a more accurate/meaningful metric for minimum frame rates.
  • Eris_Floralia - Thursday, July 21, 2016 - link

    This is why I love Anandtech. Deep in reviews. Well I even wanted to be one of your editors if you have the plan to create a Chinese transtate version of these reviews.
  • daku123 - Thursday, July 21, 2016 - link

    Typo on FP16 Throughput page. In second paragraph, it should be Tegra X1 (not Tesla X1?).
  • Ryan Smith - Thursday, July 21, 2016 - link

    Eyup. Thanks!
  • Badelhas - Thursday, July 21, 2016 - link

    Great detailed review, as always. But I have to ask once again:
    why didnt you do some kind of VR Benchmarks? Thats what drives my choises now, to be honest.

    Cheers
  • Ranger1065 - Thursday, July 21, 2016 - link

    After over 2 months of reading GTX1080 reviews I felt a distinct lack of excitement
    as I read Anandtech kicking off their review of the finfet generation. Could it
    prove to be anything but an anticlimax?

    Sadly and unsurprisingly...NOT.

    It was however amusing to see the faithfull positively gushing praises for Anandtech
    now that the "greatly anticipated" review is finally out.

    Yes folks, 20 or so pages of (well written) information, mostly already covered by other tech sites,
    finally published, it's as if a magic wand has been waved, the information has been presented with
    that special Anandtech sauce, new insights have been illuminated and all is well in Anandtechland again.

    (AT LEAST UNTIL THE NEXT 2 MONTH DELAY.) LOL.

    I do like the way Anandtech presents the FPS charts.

    Back to sleep now Anandtech :)
  • mkaibear - Thursday, July 21, 2016 - link

    You've hit the nail on the head here Ranger.

    The info which is included within the article is indeed mostly already covered by other tech sites.

    Emphasis on the "mostly" and the plural "sites".

    Those of us who have jobs which keep us busy and have an interest in this sort of thing often don't have the time to trawl round many different sites to get reviews and pertinent technical data so we rely upon those sites which we trust to produce in-depth articles, even if they take a bit longer.

    As an IT Manager for (most recently) a manufacturing firm and then a school, I don't care about bleeding edge, get the new stuff as soon as it comes out, I care about getting the right stuff, and a two month delay to get a proper review is absolutely fine. If I need quick benchmarks I'll use someone like Hexus or HardOCP but to get a deep dive into the architecture so I can justify purchases to the Art and Media departments, or the programers is essential. You don't get that anywhere else.

Log in

Don't have an account? Sign up now