Valve has been creating advanced prototype VR HMD's since mid-2013 that are more advanced than other developers currently have access to, and this head start has allowed us to gain a ton of VR-specific rendering knowledge that we'd like to share with developers who are actively working on VR or plan to in the near future. This talk will start with the base requirements of VR rendering, and it will progress into advanced rendering topics focusing on both performance and visual quality. First generation consumer HMD's are expected to require renderers to shade over 4 million pixels per frame at a minimum of 90 fps. Due to the wide FOV of these HMD's, each pixel ends up feeling lower resolution than viewing the same image on a monitor and requires better shading algorithms than rendering in non-VR. Higher resolution rendering and higher quality pixels at much higher frame rates than games traditionally target is cause for taking a step back and rethinking many aspects of rendering. Some topics that will be covered include: efficient stereo rendering, reducing rendering latency, saturating the GPU despite synchronization points, reducing pixel cost for low-priority pixels, specular antialiasing, constrained anisotropic lighting, and other tips and tricks relating directly to VR rendering performance and quality.