Nvidia GameWorks VR
New PageNvidia GameWorks VR - Press Release
Published: 1st June 2015 | Source: Nvidia |
Nvidia GameWorks VR
Virtual reality is among the most compelling advances in next-generation gaming, providing full immersion in a virtual world. But delivering a great VR experience requires serious computing power.
That’s why we’re announcing the GeForce GTX 980 Ti — our new flagship GPU. Along with it, we’re announcing a new software development kit, GameWorks VR, to help VR headset and game developers build incredible experiences on GeForce GPUs.
This kind of technology is needed now more than ever.
In May, Oculus recommended that gamers run a GeForce GTX 970 or higher GPU for the optimal experience with the upcoming Rift VR headset. It’s no easy feat to drive stereo gaming on a high-resolution 2160×1200 display at 90Hz, with near-zero tolerance for latency or stutter.
To deliver that, GameWorks VR combines features we announced back at GDC 2015 under the banner of VR Direct with new and enhanced capabilities.
GameWorks VR includes:
- - NVIDIA Multi-Res Shading (MRS) — An innovative new rendering technique for VR. With NVIDIA MRS, each part of an image is rendered at a resolution that better matches the pixel density of the final displayed VR image. This technology uses the multi-projection architecture of the GeForce GTX 980 Ti GPU to render multiple viewports in a single pass. The result: substantial performance improvements for VR games.
- - VR SLI — Provides increased performance for VR apps. Multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity application programming interface, VR SLI allows scaling for PCs with two or more GPUs.
- - Context Priority — Enables control over GPU scheduling to support advanced VR features such as asynchronous time warp. This cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
- - Direct Mode — Delivers plug-and-play compatibility for VR headsets. With Direct Mode, the NVIDIA graphics driver recognizes the headset as a VR display rather than a standard desktop monitor, providing a more seamless user experience.
- - Front Buffer Rendering — Lets the GPU to render directly to the front buffer to reduce latency.
An alpha version of the GameWorks VR SDK is already in the hands of – and receiving positive feedback from — VR industry leaders such as CCP Games, Epic Games, HTC, Oculus, and Valve. If you’re a VR developer interested in receiving the SDK, check out our GameWorks VR developer page.
VR is coming. If you have seen any of the stunning demos like Thief in the Shadows, Back to Dinosaur Island, EVE: Valkyrie or the HTC Vive demos, you know this is going to be a wild ride. Happy gaming.
Nvidia's GameWorks VR is almost point for point identical to AMD's Liquid VR SDK which was announced earlier this year, which offers developers features like Direct-To-Display (Direct Mode), Asynchronous shaders (Context priority), Affinity Multi-GPU scalable rendering (VR SLI), with the only unique Nvidia tech being Nvidia Multi Res Shading.
This is not to say that anjbody has copied each other, just that VR developers require these features for a good experience and that both GPU makers are offering tools to make it happen.
VR will be a big point of competition in the years to come for AMD and Nvidia, being a both highly demanding Gaming load and with it becoming more and more popular, with many VR Headsets set to release 2016 from the likes of Valve/HTC and Oculus. Both AMD and Nvidia both want to win in the VR Scene, but until headsets and games come to the mass market, it is impossible to say for sure who will be the market leader here.
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