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Nvidia has Released GameWorks VR and DesignWorks VR SDKs for VR Developers

November 20th, 2015 · 1 Comment · 3D / AR / VR / HMD

Today Nvidia has officially released the 1.0 version of two powerful VR software development kits (SDKs) – the Nvidia GameWorks VR and Nvidia DesignWorks VR that are targeted at headset, game, and application VR developers in order for this relatively new category of display devices to offer better performance and user experience. Delivering good VR games and experiences is a complex challenge, especially since immersive VR can require multiple times the graphics processing power compared to traditional 3D apps and games you not only need a good GPU in terms of performance, but also one that is optimized for VR. With these SDKs developers on Nvidia hardware should now have the tools to create amazing VR experiences, increase performance, reduce latency, improve hardware compatibility and accelerate 360-degree video broadcasts. Both SDKs deliver a comprehensive set of APIs and libraries for headset and app developers, including the new Multi-Res Shading Technology. Available publicly for the first time, Multi-Res Shading is an innovative rendering technique that increases performance by as much as 50 percent while maintaining image quality. Also the 1.0 SDK releases also add support for the new Windows 10 operating system.

GameWorks VR
For game and application developers, the GameWorks VR SDK includes:
– Multi-Res Shading — an innovative rendering technique for VR in which each part of an image is rendered at a resolution that best matches the pixel density of the warped image required by the headset. It uses the NVIDIA Maxwell chip architecture’s multi-projection capability to render multiple-scaled viewports in a single pass, delivering substantial performance improvements.
– VR SLI — provides increased performance for VR applications where multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering.
– Context Priority — provides control over GPU scheduling to support advanced VR features such as asynchronous time warp, which cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
– Direct Mode — treats VR headsets as head-mounted displays accessible only to VR applications, rather than a typical Windows monitor, providing better plug and play support and compatibility for VR headsets.
– Front Buffer Rendering — enables the GPU to render directly to the front buffer to reduce latency.

DesignWorks VR
For developers of professional VR applications in markets such as manufacturing, media and entertainment, oil and gas, and medical imaging, NVIDIA DesignWorks VR builds on the core GameWorks VR SDK with the addition of powerful tools, such as:
– Warp and Blend — new APIs that provide application-independent geometry corrections and intensity adjustments across entire desktops to create seamless VR CAVE environments, without introducing any latency.
– Synchronization — techniques to prevent tearing and image misalignment while creating one large desktop that is driven from multiple GPUs or clusters. Various technologies like Frame Lock, Stereo Lock, Swap Groups and Swap Barriers are available to help developers design seamless and expansive VR CAVE and cluster environments.
– GPU Affinity — provides dramatic performance improvements by managing the placement of graphics and rendering workloads across multiple GPUs.
– Direct for Video — enabling VR and augmented reality environments such as head-mounted displays, CAVES/immersive displays and cluster solutions.

VR developers can download the GameWorks VR SDK at https://developer.nvidia.com/gameworksVR.
DesignWorks VR can be accessed by registering at https://developer.nvidia.com/designworks-vr.

AMD has also been more active on VR support lately with the recent announcement of their AMD LiquidVR Technology for Developers. One of the key technology goals of LiquidVR is to reduce unwanted processing latency (reduce motion-to-photon latency) and deliver a consistent frame rate. AMD recently released the Alpha version of its LiquidVR SDK to select technology partners. The LiquidVR SDK is a platform designed to simplify and optimize VR development.

The four major features of LiquidVR SDK include:
– Asynchronous Shaders: more efficient GPU resource management.
– Affinity Multi-GPU: faster multi-GPU performance.
– Latest Data Latch: reduced motion-to-photon latency.
– Direct-To-Display: seamless plug and play experience.

The AMD LiquidVR SDK is not yet publicly available to all interested developers, but you can get more details about it at AMD LiquidVR Technology for Developers.

Now the big question that remains is how soon users are going to have their hands on the new VR headset hardware such as the consumer version of the Oculus Rift that should be released sometime in the Q1 2016 or the alternatives such as HTC VIVE and others that might be coming with their own hardware. The developer hardware that has been available with most notable wider availability of the two generations of dev kits of the Oculus Rift has sparked the interest and demand for VR headset in many users that simply cannot wait to get their hands on the hardware and experience the promised great VR experiences as well as play great games in a new more realistic way.

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Oculus Rift Will be Shipping to Consumers in Q1 2016

May 6th, 2015 · 3 Comments · 3D / AR / VR / HMD


Oculus have just announced that they plan to start shipping the consumer version of the Oculus Rift in Q1 2016 with pre-orders expected to be available later this year. In the weeks ahead, we should be seeing more details about the hardware, software, input, and many yet unannounced made-for-VR games and experiences coming to the Rift. Next week Oculus will be sharing more of the technical specifications about the upcoming consumer version of the Rift. It will be interesting to see what will be the final hardware specifications and features of the Oculus Rift as well as what will be the end-user price of the device as it will be an important factor for the wide user adoption of the device and VR technology in general. One of the most important things however remains the resolution and the type of of the display available in the consumer version as this is going to be one of the most important key factors… guess we’ll have to wait a bit more and see the specs.

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AMD FreeSync is Now Official and Should Be Open For Everyone

March 19th, 2015 · 5 Comments · General 3D News


AMD FreeSync technology is apparently now official, bringing an alternative to Nvidia’s G-Sync. Both technologies are implementations around the industry standard DsiplayPort specifications in their revision 1.2a and more specifically around the DisplayPort Adaptive-Sync. AMD’s implementation however does not rely on expensive hardware DRM module like Nvidia (the G-Sync module itself), so it should not increase the price of the display additionally. In theory AMD FreeSync should work on all DisplayPort 1.2a-equipped monitors if you have a compatible AMD GPU, though the company is not very clear on that subject. The list of compatible AMD GPUs with gaming support for FreeSync include AMD Radeon R9 295X2, 290X, R9 290, R9 285, R7 260X and R7 260 (the status of 7800 and 7900 series or 280X is not very clear).


There is still no official WHQL driver available, but apparently AMD FreeSync required Radeon 15.2 beta drivers or newer to be supported. AMD has released a list of 11 gaming-oriented monitors from multiple partners including Acer, BenQ, LG Electronics, Niexeus, Samsung and Viewsonic that come in different sizes and with different features. What AMD is still lacking compared to Nvidia is support for stereoscopic 3D gaming along with FreeSync – there are multiple Nvidia G-Sync compatible models that also support stereoscopic 3D gaming. Should that matter however when Nvidia is apparently abandoning stereoscopic 3D support for some time already and the company is doing this for a second time since it was founded (history repeating itself). We are already eager to see what does AMD have in store for us with their FreeSync implementation…

Update: After trying out Acer ХВ280НК 4K G-sync monitor with AMD Radeon R9 280X and 290X I can say that I’m not very happy with both AMD and Nvidia. The G-Sync monitor works just fine on Nvidia hardware with G-sync and without. On Radeon 280X (not officially compatible with FreeSync according to AMD!) the monitor works just fine, but no option to enable FreeSync in the drivers as expected. Connecting the monitor to a AMD FreeSync compatible GPU, namely Radeon R9 290X the drivers still show no option to enable FreeSync in the drivers, nor the display is detected as capable of supporting it. The problem with Sapphire R9 290X 8GB and the Acer ХВ280НК monitor is that the display is not working properly in this combination, there is picture, but the monitor constantly goes blank for a bit at irregular intervals, just as if it is loosing the input signal and getting back signal – happens in both 2D and 3D mode. The tests were performed using the AMD Catalyst 15.3.1 Beta drivers supplied by AMD for trying out the new FreeSync feature.

Update 2: It seems that if you want to be able to use AMD’s FreeSync technology you would still have to buy a new display that features DisplayPort 1.2a interface and also buy a new graphics card if you are using R9 280X, one of the most popular GPUs from AMD. It will not work on your older hardware as most likely you don’t have DP 1.2a capable monitor anyway, unless you bought a really recently announced model, so you might want to wait for one of the new gaming models that are officially compatible with FreeSync as listed by AMD. Also since Nvidia’s G-Sync technology uses DisplayPort 1.2 interface the officially licensed G-Sync monitors will apparently not work with FreeSync as well.

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