Subject: Graphics Cards | February 10, 2016 - 05:59 PM | Scott Michaud
Tagged: VR, vive vr, Oculus, evga, 980 Ti
You might wonder what makes a graphics card “designed for VR,” but this is actually quite interesting. Rather than plugging your headset into the back of your desktop, EVGA includes a 5.25” bay that provides 2x USB 3.0 ports and 1x HDMI 2.0 connection. The use case is that some users will want to easily connect and disconnect their VR devices, which, knowing a few indie VR developers, seems to be a part of their workflow. The same may be true of gamers, but I'm not sure.
While the bay allows for everything, including the HDMI plug via an on-card port, to be connected internally, you will need a spare USB 3.0 header on your motherboard to hook it up. It would have been interesting to see whether EVGA could have attached a USB 3.0 controller on the add-in board, but that might have been impossible (or unpractical) given that the PCIe connector would need to be shared with the GPU (not to mention the complexity of also adding a USB 3.0 controller to the board). Also, I expect motherboards should have at least one. If not, you can find USB 3.0 add-in cards with internal headers.
The card comes in two sub-versions, one with the NVIDIA-style blower cooler, and the other with EVGA's ACX 2.0+ cooler. I tend to prefer exposed fan GPUs because they're easier to blow air into after a few years, but you might have other methods to control dust.
Both are currently available for $699.99 on Newegg.com, while Amazon only lists the ACX2.0+ cooler version, and that's out of stock. It is also $699.99, though, so that should be what to expect.
Subject: Systems | February 10, 2016 - 11:01 AM | Sebastian Peak
Tagged: VR, rift, preorder, Oculus, gaming pc
Oculus has announced an upcoming pre-order date for 'Oculus Ready PCs' from mainstream manufacturers, and these will be bundled with the Rift VR headset (and everything that comes with it).
(Image credit: Oculus)
“Today we’re excited to introduce the first Oculus Ready PCs from ASUS, Alienware, and Dell! These PCs have been battle tested and certified by Oculus to deliver an incredible Rift experience. We’re also thrilled to announce that starting February 16 at 8am Pacific Time, you can pre-order Oculus Ready PC and Rift bundles from Best Buy, Amazon, and theMicrosoft Store, starting at $1499 USD for a limited time only.
All bundles include an Oculus-certified PC and everything that comes with Rift – the headset, sensor, remote, an Xbox One controller, EVE: Valkyrie Founder’s Pack, and Lucky’s Tale!
Pre-orders for Oculus Ready and Rift bundles will ship in limited quantities to select countries and regions from retail partners starting in April.”
So what kind of gaming system are you getting for $1499? Of the ‘Oculus Ready’ PCs, the baseline specs across the board are an Intel Core i5-6400 processor and NVIDIA GeForce GTX 970 GPU, along with 8 GB of system memory. This is in keeping with Oculus’ published specifications from last summer: “The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM."
Including the Rift VR bundle makes the price tag sound a lot nicer for what is otherwise a pretty basic gaming setup, as Rift costs $599 on its own. Still, is it worth $900 for a Core i5/GTX 970 gaming system? Factoring in a Windows license and all parts it's not a terrible value proposition, though most early adopters of this VR tech will likely not be starting completely from scratch.
A quick check on Amazon for the first system bundle listed shows “Currently Unavailable”, as pre-orders begin February 16 at 8:00am PST. You’ll be waiting even longer to have product in hand as the actual release date is April 23.
Subject: General Tech, Shows and Expos | February 4, 2016 - 07:47 PM | Scott Michaud
Tagged: GDC, gdc 2016, epic games, ue4, VR, vive vr
Epic Games released Unreal Engine 4 at GDC two years ago, and removed its subscription fee at the next year's show. This year, one of the things that they will show is Unreal Editor in VR with the HTC Vive. Using the system's motion controllers, you will be able to move objects and access UI panels in the virtual environment. They open the video declaring that this is not an experimental project.
Without using this technology, it's hard to comment on its usability. It definitely looks interesting, and might be useful for VR experiences. You can see what your experience will look like as you create it, and you probably even save a bit of time in rapid iteration by not continuously wearing and removing the equipment. I wonder how precise it will be though, since the laser pointers and objects seemed to snap and jitter a bit. That said, it might be just as precise and, even still, it only really matters how it looks and behaves, and it shouldn't even prevent minor tweaks after the fact anyway.
Epic Games expects to discuss the release plans at the show.
Subject: Graphics Cards, Shows and Expos | January 5, 2016 - 09:39 PM | Ryan Shrout
Tagged: vr ready, VR, virtual reality, video, Oculus, nvidia, htc, geforce, CES 2016, CES
Other than the in-depth discussion from NVIDIA on the Drive PX 2 and its push into autonomous driving, NVIDIA didn't have much other news to report. We stopped by the suite and got a few updates on SHIELD and the company's VR Ready program to certify systems that meet minimum recommended specifications for a solid VR experience.
For the SHIELD, NVIDIA is bringing Android 6.0 Marshmallow to the device, with new features like shared storage and the ability to customize the home screen of the Android TV interface. Nothing earth shattering and all of it is part of the 6.0 rollout.
The VR Ready program from NVIDIA will validate notebooks, systems and graphics cards that have the amount of horsepower to meet the minimum performance levels for a good VR experience. At this point, the specs essentially match up with what Oculus has put forth: a GTX 970 or better on the desktop and a GTX 980 (full, not 980M) on mobile.
Other than that, Ken and I took in some of the more recent VR demos including Epic's Bullet Train on the final Oculus Rift and Google's Tilt Brush on the latest iteration of the HTC Vive. Those were both incredibly impressive though the Everest demo that simulates a portion of the mountain climb was the one that really made me feel like I was somewhere else.
Check out the video above for more impressions!
Follow all of our coverage of the show at http://pcper.com/ces!
Subject: General Tech, Shows and Expos | September 15, 2015 - 01:07 PM | Sebastian Peak
Tagged: VR, virtual reality, Tilt Brush, PAX Prime 2015, paint, nvidia, art
A group of six artists from the gaming industry were brought together at this month's PAX Prime event in Seattle in a joint vebture between NVIDIA, Valve, Google and HTC. The idea? To use virtual reality to create art. The result was very interesting, to say the least.
Wearing HTC’s VR headset the artists had 30 minutes each to create their work using Tilt Brush. What is Tilt Brush, exactly?
"Tilt Brush uses the HTC Vive’s unique hand controllers and positional tracking to allow artists to paint in three dimensions. The software includes a remarkable digital palette, letting users draw GPU-powered real-time effects like fire, smoke and light."
The artists included Chandana Ekanayake from Uber Entertainment, Lee Petty from Double Fine Productions, Michael Shilliday from Whiterend Creative, Mike Krahulik from Penny Arcade, Sarah Northway from Northway Games and Tristan Reidford from Valve.
NVIDIA is hosting a contest to pick the winner on their Facebook page; so what's in it for you? "The artist with the most votes will win ultimate bragging rights, and voters will be entered to win a new GeForce GTX 980 Ti!" Not bad.
This is certainly a novel application of VR, but serves to illustrate (pun intended) that the tech really does provide endless possibilities - far beyond 3D art or gameplay immersion.
Digging in a Little Deeper into the DiRT
Over the past few weeks I have had the chance to play the early access "DiRT Rally" title from Codemasters. This is a much more simulation based title that is currently PC only, which is a big switch for Codemasters and how they usually release their premier racing offerings. I was able to get a hold of Paul Coleman from Codemasters and set up a written interview with him. Paul's answers will be in italics.
Who are you, what do you do at Codemasters, and what do you do in your spare time away from the virtual wheel?
Hi my name is Paul Coleman and I am the Chief Games Designer on DiRT Rally. I’m responsible for making sure that the game is the most authentic representation of the sport it can be, I’m essentially representing the player in the studio. In my spare time I enjoy going on road trips with my family in our 1M Coupe. I’ve been co-driving in real world rally events for the last three years and I’ve used that experience to write and voice the co-driver calls in game.
If there is one area that DiRT has really excelled at is keeping frame rate consistent throughout multiple environments. Many games, especially those using cutting edge rendering techniques, often have dramatic frame rate drops at times. How do you get around this while still creating a very impressive looking game?
The engine that DiRT Rally has been built on has been constantly iterated on over the years and we have always been looking at ways of improving the look of the game while maintaining decent performance. That together with the fact that we work closely with GPU manufacturers on each project ensures that we stay current. We also have very strict performance monitoring systems that have come from optimising games for console. These systems have proved very useful when building DiRT Rally even though the game is exclusively on PC.
How do you balance out different controller use cases? While many hard core racers use a wheel, I have seen very competitive racing from people using handheld controllers as well as keyboards. Do you handicap/help those particular implementations so as not to make it overly frustrating to those users? I ask due to the difference in degrees of precision that a gamepad has vs. a wheel that can rotate 900 degrees.
Again this comes back to the fact that we have traditionally developed for console where the primary input device is a handheld controller. This is an area that other sims don’t usually have to worry about but for us it was second nature. There are systems that we have that add a layer between the handheld controller or keyboard and the game which help those guys but the wheel is without a doubt the best way to experience DiRT Rally as it is a direct input.
Subject: Graphics Cards, Mobile | June 6, 2015 - 04:05 PM | Scott Michaud
Tagged: VR, nvidia, gameworks vr
So I'm not quite sure what this hypothetical patent device is. According to its application, it is a head-mounted display that contains six cameras (??) and two displays, one for each eye. The usage of these cameras is not define but two will point forward, two will point down, and the last two will point left and right. The only clue that we have is in the second patent application photo, where unlabeled hands are gesturing in front of a node labeled “input cameras”.
Image Credit: Declassified
The block diagram declares that the VR headset will have its own CPU, memory, network adapter, and “parallel processing subsystem” (GPU). VRFocus believes that this will be based on the Tegra X1, and that it was supposed to be revealed three months ago at GDC 2015. In its place, NVIDIA announced the Titan X at the Unreal Engine 4 keynote, hosted by Epic Games. GameWorks VR was also announced with the GeForce GTX 980 Ti launch, which was mostly described as a way to reduce rendering cost by dropping resolution in areas that will be warped into a lower final, displayed resolution anyway.
Image Credit: Declassified
VRFocus suggests that the reveal could happen at E3 this year. The problem with that theory is that NVIDIA has neither a keynote at E3 this year nor even a place at someone else's keynote as far as we know, just a booth and meeting rooms. Of course, they could still announce it through other channels, but that seems less likely. Maybe they will avoid the E3 hype and announce it later (unless something changes behind the scenes of course)?
Subject: Graphics Cards | March 5, 2015 - 04:46 PM | Ryan Shrout
Tagged: GDC, gdc 15, amd, radeon, R9, 390x, VR, Oculus
Don't get too excited about this news, but AMD tells me that its next flagship Radeon R9 graphics card is up and running at GDC, powering an Oculus-based Epic "Showdown" demo.
Inside the box...
During my meeting with AMD today I was told that inside that little PC sits the "upcoming flagship Radeon R9 graphics card" but, of course, no other information was given. The following is an estimated transcript of the event:
Ryan: Can I see it?
Ryan: I can't even take the side panel off it?
Ryan. How can I know you're telling the truth then? Can I open up the driver or anything?
Ryan: GPU-Z? Anything?
Well, I tried.
Is this the rumored R9 390X with the integrated water cooler? Is it something else completely? AMD wouldn't even let me behind the system to look for a radiator so I'm afraid that is where my speculation will end.
Hooked up to the system was a Crescent Bay Oculus headset running the well-received Epic "Showdown" demo. The experience was smooth though of course there were no indications of frame rate, etc. while it was going on. After our discussion with AMD earlier in the week about its LiquidVR SDK, AMD is clearly taking the VR transition seriously. NVIDIA's GPUs might be dominating the show-floor demos but AMD wanted to be sure it wasn't left out of the discussion.
Can I just get this Fiji card already??
As GDC progresses here in San Francisco, AMD took the wraps off of a new SDK for game developers to use to improve experiences with virtual reality (VR) headsets. Called LiquidVR, the goal is provide a smooth and stutter free VR experience that is universal across all headset hardware and to keep the wearer, be it a gamer or professional user, immersed.
AMD's CTO of Graphics, Raja Koduri spoke with us about the three primary tenets of the LiquidVR initiative. The 'three Cs' as it is being called are Comfort, Compatibility and Compelling Content. Ignoring the fact that we have four C's in that phrase, the premise is straight forward. Comfortable use of VR means there is little to no issues with neusea and that can be fixed with ultra-low latency between motion (of your head) and photons (hitting your eyes). For compatibility, AMD would like to assure that all VR headsets are treated equally and all provide the best experience. Oculus, HTC and others should operate in a simple, plug-and-play style. Finally, the content story is easy to grasp with a focus on solid games and software to utilize VR but AMD also wants to ensure that the rendering is scalable across different hardware and multiple GPUs.
To address these tenets AMD has built four technologies into LiquidVR: late data latching, asynchronous shaders, affinity multi-GPU, and direct-to-display.
The idea behind late data latching is to get the absolute most recent raw data from the VR engine to the users eyes. This means that rather than asking for the head position of a gamer at the beginning of a render job, LiquidVR will allow the game to ask for it at the end of the rendering pipeline, which might seem counter-intuitive. Late latch means the users head movement is tracked until the end of the frame render rather until just the beginning, saving potentially 5-10ms of delay.
Subject: General Tech | January 6, 2015 - 03:04 PM | Sebastian Peak
Tagged: OCVR, VR, virtual reality, razer, google tv, fitness band, ces 2015, CES, nabu x, Forge TV, Android 5.0, lollipop
Razer, maker of gaming peripherals and components, has some announcements today that are a big departure from their previous products.
First we have the announcement of an open VR standard, the Open-Source Virtual Reality (OSVR) ecosystem. Razer is contributing to this with the OSVR Hacker Dev Kit, "a virtual reality device and open-source software that enables programming for any variety of VR technology". The kit will be shipping in June for $199. There's a lot more information about this new VR platform on the Razer's OSVR page.
Next we have Forge TV, an Android gaming device for the living room that Razer says is "powered by a quad-core processor and gaming-grade graphics", which doesn't sound like your usual streamer.
Essentially a high-powered tablet in a box, the Razer Forge TV has impressive specs for an Android device:
- OS: Android 5.0 Lollipop
- SoC: Qualcomm Snapdragon 805 - Quad-Core Krait 450 CPU (2.5GHz per core), Adreno 420 GPU, 2GB RAM
- Storage: 16GB
- Connectivity: Wireless 802.11ac 2X2, Gigabit Ethernet, Bluetooth 4.1 + HS
- Ports: HDMI 1.4, USB 3.0
- Dimensions: 105mm X 105mm X 17mm
There is a product page up for the Forge TV on Razer's site, but no word on pricing or availability yet.
Finally we have Razer's entry into the popular fitness wearable market, the Nabu X.
This is compatible with Android and iOS devices and promises "5 to 7 days" battery life per charge. More info from Razer here.
Follow all of our coverage of the show at http://pcper.com/ces!