Subject: General Tech, Graphics Cards | March 28, 2016 - 11:24 PM | Ryan Shrout
Tagged: pcper, hardware, technology, review, Oculus, rift, Kickstarter, nvidia, geforce, GTX 980 Ti
It's Oculus Rift launch day and the team and I spent the afternoon setting up the Rift, running through a set of game play environments and getting some good first impressions on performance, experience and more. Oh, and we entered a green screen into the mix today as well.
Subject: Graphics Cards | March 28, 2016 - 10:20 AM | Ryan Shrout
Tagged: vive, valve, steamvr, rift, Oculus, nvidia, htc, amd
As the first Oculus Rift retail units begin hitting hands in the US and abroad, both AMD and NVIDIA have released new drivers to help gamers ease into the world of VR gaming.
Up first is AMD, with Radeon Software Crimson Edition 16.3.2. It adds support for Oculus SDK v1.3 and the Radeon Pro Duo...for all none of you that have that product in your hands. AMD claims that this driver will offer "the most stable and compatible driver for developing VR experiences on the Rift to-date." AMD tells us that the latest implementation of LiquidVR features in the software help the SDKs and VR games at release take better advantage of AMD Radeon GPUs. This includes capabilities like asynchronous shaders (which AMD thinks should be capitalized for some reason??) and Quick Response Queue (which I think refers to the ability to process without context change penalties) to help Oculus implement Asynchronous Timewarp.
NVIDIA's release is a bit more substantial, with GeForce Game Ready 364.72 WHQL drivers adding support for the Oculus Rift, HTC Vive and improvements for Dark Souls III, Killer Instinct, Paragon early access and even Quantum Break.
For the optimum experience when using the Oculus Rift, and when playing the thirty games launching alongside the headset, upgrade to today's VR-optimized Game Ready driver. Whether you're playing Chronos, Elite Dangerous, EVE: Valkyrie, or any of the other VR titles, you'll want our latest driver to minimize latency, improve performance, and add support for our newest VRWorks features that further enhance your experience.
Today's Game Ready driver also supports the HTC Vive Virtual Reality headset, which launches next week. As with the Oculus Rift, our new driver optimizes and improves the experience, and adds support for the latest Virtual Reality-enhancing technology.
Good to see both GPU vendors giving us new drivers for the release of the Oculus Rift...let's hope it pans out well and the response from the first buyers is positive!
Subject: General Tech, Graphics Cards | March 26, 2016 - 12:11 AM | Ryan Shrout
Tagged: VR, vive pre, vive, virtual reality, video, pre, htc
On Friday I was able to get a pre-release HTC Vive Pre in the office and spend some time with it. Not only was I interested in getting more hands-on time with the hardware without a time limit but we were also experimenting with how to stream and record VR demos and environments.
Enjoy and mock!
A system worthy of VR!
Early this year I started getting request after request for hardware suggestions for upcoming PC builds for VR. The excitement surrounding the Oculus Rift and the HTC Vive has caught fire across all spectrums of technology, from PC enthusiasts to gaming enthusiasts to just those of you interested in a technology that has been "right around the corner" for decades. The requests for build suggestions spanned our normal readership as well as those that had previously only focused on console gaming, and thus the need for a selection of build guides began.
I launched build guides for $900 and $1500 price points earlier in the week, but today we look at the flagship option, targeting a budget of $2500. Though this is a pricey system that should not be undertaken lightly, it is far from a "crazy expensive" build with multiple GPUs, multiple CPUs or high dollar items unnecessary for gaming and VR.
With that in mind, let's jump right into the information you are looking for: the components we recommend.
|VR Build Guide
$2500 Spring 2016
|Component||Amazon.com Link||B&H Photo Link|
|Processor||Intel Core i7-5930K||$527||$578|
|Motherboard||ASUS X99-A USB 3.1||$264||$259|
|Memory||Corsair Dominator Platinum 16GB DDR4-3000||$169|
|Graphics Card||ASUS GeForce GTX 980 Ti STRIX||$659||$669|
|Storage||512GB Samsung 950 Pro
Western Digital Red 4TB
|Power Supply||Corsair HX750i Platinum||$144||$149|
|CPU Cooler||Corsair H100i v2||$107||$107|
|Case||Corsair Carbide 600C||$149||$141|
|Total Price||Full cart - $2,519|
For those of you interested in a bit more detail on the why of the parts selection, rather than just the what, I have some additional information for you.
Unlike the previous two builds that used Intel's consumer Skylake processors, our $2500 build moves to the Haswell-E platform, an enthusiast design that comes from the realm of workstation products. The Core i7-5930K is a 6-core processor with HyperThreading, allowing for 12 addressable threads. Though we are targeting this machine for VR gaming, the move to this processor will mean better performance for other tasks as well including video encoding, photo editing and more. It's unlocked too - so if you want to stretch that clock speed up via overclocking, you have the flexibility for that.
Update: Several people have pointed out that the Core i7-5820K is a very similar processor to the 5930K, with a $100-150 price advantage. It's another great option if you are looking to save a bit more money, and you don't expect to want/need the additional PCI Express lanes the 5930K offers (40 lanes versus 28 lanes).
With the transition to Haswell-E we have an ASUS X99-A USB 3.1 motherboard. This board is the first in our VR builds to support not just 2-Way SLI and CrossFire but 3-Way as well if we find that VR games and engines are able to consistently and properly integrate support for multi-GPU. This recently updated board from ASUS includes USB 3.1 support as you can tell from the name, includes 8 slots for DDR4 memory and offers enough PCIe lanes for expansion in all directions.
Looking to build a PC for the very first time, or need a refresher? You can find our recent step-by-step build videos to help you through the process right here!!
For our graphics card we have gone with the ASUS GeForce GTX 980 Ti Strix. The 980 Ti is the fastest single GPU solution on the market today and with 6GB of memory on-board should be able to handle anything that VR can toss at it. In terms of compute performance the 980 Ti is more than 40% faster than the GTX 980, the GPU used in our $1500 solution. The Strix integration uses a custom cooler that performs much better than the stock solution and is quieter.
Subject: Graphics Cards | March 24, 2016 - 02:04 PM | Jeremy Hellstrom
Tagged: Ubuntu 16.04, linux, vulkan, amd, nvidia
Last week AMD released a new GPU-PRO Beta driver stack and this Monday, NVIDIA released the 364.12 beta driver, both of which support Vulkan and meant that Phoronix had a lot of work to do. Up for testing were the GTX 950, 960, 970, 980, and 980 Ti as well as the R9 Fury, 290 and 285. Logically, they used the Talos Principal test, their results compare not only the cards but also the performance delta between OpenGL and Vulkan and finished up with several OpenGL benchmarks to see if there were any performance improvements from the new drivers. The results look good for Vulkan as it beats OpenGL across the board as you can see in the review.
"Thanks to AMD having released their new GPU-PRO "hybrid" Linux driver a few days ago, there is now Vulkan API support for Radeon GPU owners on Linux. This new AMD Linux driver holds much potential and the closed-source bits are now limited to user-space, among other benefits covered in dozens of Phoronix articles over recent months. With having this new driver in hand plus NVIDIA promoting their Vulkan support to the 364 Linux driver series, it's a great time for some benchmarking. Here are OpenGL and Vulkan atop Ubuntu 16.04 Linux for both AMD Radeon and NVIDIA GeForce graphics cards."
Here are some more Graphics Card articles from around the web:
- XFX R9 390 Double Dissipation Black Edition @ [H]ard|OCP
- Far Cry Primal Graphics Card Performance Analysis @ eTeknix
- Inno3D GTX 980Ti iChill Black @ eTeknix
Subject: Graphics Cards | March 19, 2016 - 03:02 PM | Ryan Shrout
Tagged: VR, vive, valve, htc, gdc 2016, GDC
A story posted over at UploadVR has some interesting information that came out of the final days of GDC last week. We know that Valve, HTC and Oculus have recommended users have a Radeon R9 290 or GTX 970 GPU or higher to run virtual reality content on both the Vive and the Rift, and that comes with a high cost for users that weren't already invested in PC gaming. Valve’s Alex Vlachos has other plans that might enable graphics cards from as far back as 2012 to work in Valve's VR ecosystem.
Valve wants to lower the requirements for VR
Obviously there are some trade offs to consider. The reason GPUs have such high requirements for the Rift and Vive is their need to run at 90 FPS / 90 Hz without dropping frames to create a smooth and effective immersion. Deviance from that means the potential for motion sickness and poor VR experiences in general.
From UploadVR's story:
“As long as the GPU can hit 45 HZ we want for people to be able to run VR,” Vlachos told UploadVR after the talk. “We’ve said the recommended spec is a 970, same as Oculus, but we do want lesser GPUs to work. We’re trying to reduce the cost [of VR].”
It's interesting that Valve would be talking about a 45 FPS target now, implying there would be some kind of frame doubling or frame interpolation to get back to the 90 FPS mark that the company believes is required for a good VR experience.
Image source: UploadVR
Vlachos also mentioned some other avenues that Valve could expand on to help improve performance. One of them is "adaptive quality", a feature we first saw discussed with the release of the Valve SteamVR Performance Test. This would allow the game to lower the image quality dynamically (texture detail, draw distance, etc.) based on hardware performance but might also include something called fixed foveated rendering. With FFR only the center of the image is rendered at maximum detail while the surrounding image runs at lower quality; the theory being that you are only focused on the center of the screen anyway and human vision blurs the periphery already. This is similar to NVIDIA's multi-res shading technology that is integrated into UE4 already, so I'm curious to see how this one might shape out.
Another quote from UploadVR:
“I can run Aperture [a graphically rich Valve-built VR experience] on a 680 without dropping frames at a lower quality, and, for me, that’s enough of a proof of concept,” Vlachos said.
I have always said that neither Valve nor Oculus are going to lock out older hardware, but that they wouldn't directly support it. That a Valve developer can run its performance test (with adaptive quality) on a GTX 680 is a good sign.
The Valve SteamVR Performance Test
But the point is also made by Vlachos that "most art we’re seeing in VR isn’t as dense" as other PC titles is a bit worrisome. We WANT VR games to improve to the same image quality and realism levels that we see in modern PC titles and not depend solely on artistic angles to get to the necessary performance levels for high quality virtual reality. Yes, the entry price today for PC-based VR is going to be steep, but I think "console-ifying" the platform will do a disservice in the long run.
Subject: Graphics Cards | March 18, 2016 - 01:59 PM | Jeremy Hellstrom
Tagged: msi, GTX 980 Ti, MSI GTX 980 Ti GOLDEN Edition, nvidia, factory overclocked
Apart from the golden fan and HDMI port MSI's 980 Ti GOLDEN Edition also comes with a moderate factory overclock, 1140MHz Base, 1228MHz Boost and 7GHz memory, with an observed frequency of 1329MHz in game. [H]ard|OCP managed to up those to 1290MHz Base and 1378MHz Boost and 7.8GHz memory with the card hitting 1504MHz in game. That overclock produced noticeable results in many games and pushed it close to the performance of [H]'s overclocked MSI 980 Ti LIGHTNING. The LIGHTNING proved to be the better card in terms of performance, both graphically and thermally, however it is also more expensive than the GOLDEN and does not have quite the same aesthetics, if that is important to you.
"Today we evaluate the MSI GTX 980 Ti GOLDEN Edition video card. This video card features a pure copper heatsink geared towards faster heat dissipation and better temps on air than other air cooled video cards. We will compare it to the MSI GTX 980 Ti LIGHTNING, placing the two video cards head to head in an overclocking shootout. "
Here are some more Graphics Card articles from around the web:
- Gigabyte GeForce GTX 980Ti Xtreme @ eTeknix
- ASUS GeForce GTX 980 Ti Matrix 6 GB @ techPowerUp
- 4 Weeks with NVIDIA TITAN X SLI at 4K Resolution @ [H]ard|OCP
- NVIDIA GeForce GT 710: Trying NVIDIA's Newest Sub-$50 GPU On Linux @ Phoronix
Subject: Graphics Cards | March 16, 2016 - 09:29 PM | Sebastian Peak
Razer has announced pricing and availability for their Core external GPU enclosure, which allows GPUs of up to 375W to run over Thunderbolt 3 with compatible devices.
"The Razer Core is the world’s first true plug and play Thunderbolt 3 (USB-C) external graphics enclosure, allowing you to transform your notebook into a desktop gaming experience. Featuring plug and play support with compatible graphics cards, you won’t need to reboot your system every time you connect your Razer Blade Stealth to Razer Core. Connect to the future with the most advanced and versatile external desktop graphics solution available."
The Razer Core will cost $499 alone, or $399 when purchased with a Razer laptop. It will be available in April.
What's this? The new Core i7 Skull Canyon NUC connected to the Core eGPU??
An interesting addition to this announcement, the Razer Core is certified with the upcoming Core i7 Skull Canyon NUC, which features Thunderbolt 3. I don't know about you, but the idea of portable, external, upgradable graphics is awesome.
So what do you think? $499 as a standalone product for a user-upgradable external GPU solution with power supply? The $399 price is obviously more attractive, but you'd need to be in the market for a new laptop as well (and again, it would need to a Razer laptop to get that $100 discount). In any case, AMD's XConnect technology certainly makes the Core a compelling possibility.
Some Hints as to What Comes Next
On March 14 at the Capsaicin event at GDC AMD disclosed their roadmap for GPU architectures through 2018. There were two new names in attendance as well as some hints at what technology will be implemented in these products. It was only one slide, but some interesting information can be inferred from what we have seen and what was said in the event and afterwards during interviews.
Polaris the the next generation of GCN products from AMD that have been shown off for the past few months. Previously in December and at CES we saw the Polaris 11 GPU on display. Very little is known about this product except that it is small and extremely power efficient. Last night we saw the Polaris 10 being run and we only know that it is competitive with current mainstream performance and is larger than the Polaris 11. These products are purportedly based on Samsung/GLOBALFOUNDRIES 14nm LPP.
The source of near endless speculation online.
In the slide AMD showed it listed Polaris as having 2.5X the performance per watt over the previous 28 nm products in AMD’s lineup. This is impressive, but not terribly surprising. AMD and NVIDIA both skipped the 20 nm planar node because it just did not offer up the type of performance and scaling to make sense economically. Simply put, the expense was not worth the results in terms of die size improvements and more importantly power scaling. 20 nm planar just could not offer the type of performance overall that GPU manufacturers could achieve with 2nd and 3rd generation 28nm processes.
What was missing from the slide is mention that Polaris will integrate either HMB1 or HBM2. Vega, the architecture after Polaris, does in fact list HBM2 as the memory technology it will be packaged with. It promises another tick up in terms of performance per watt, but that is going to come more from aggressive design optimizations and likely improvements on FinFET process technologies. Vega will be a 2017 product.
Beyond that we see Navi. It again boasts an improvement in perf per watt as well as the inclusion of a new memory technology behind HBM. Current conjecture is that this could be HMC (hybrid memory cube). I am not entirely certain of that particular conjecture as it does not necessarily improve upon the advantages of current generation HBM and upcoming HBM2 implementations. Navi will not show up until 2018 at the earliest. This *could* be a 10 nm part, but considering the struggle that the industry has had getting to 14/16nm FinFET I am not holding my breath.
AMD provided few details about these products other than what we see here. From here on out is conjecture based upon industry trends, analysis of known roadmaps, and the limitations of the process and memory technologies that are already well known.
Shedding a little light on Monday's announcement
Most of our readers should have some familiarity with GameWorks, which is a series of libraries and utilities that help game developers (and others) create software. While many hardware and platform vendors provide samples and frameworks, taking the brunt of the work required to solve complex problems, this is NVIDIA's branding for their suite of technologies. Their hope is that it pushes the industry forward, which in turn drives GPU sales as users see the benefits of upgrading.
This release, GameWorks SDK 3.1, contains three complete features and two “beta” ones. We will start with the first three, each of which target a portion of the lighting and shadowing problem. The last two, which we will discuss at the end, are the experimental ones and fall under the blanket of physics and visual effects.
The first technology is Volumetric Lighting, which simulates the way light scatters off dust in the atmosphere. Game developers have been approximating this effect for a long time. In fact, I remember a particular section of Resident Evil 4 where you walk down a dim hallway that has light rays spilling in from the windows. Gamecube-era graphics could only do so much, though, and certain camera positions show that the effect was just a translucent, one-sided, decorative plane. It was a cheat that was hand-placed by a clever artist.
GameWorks' Volumetric Lighting goes after the same effect, but with a much different implementation. It looks at the generated shadow maps and, using hardware tessellation, extrudes geometry from the unshadowed portions toward the light. These little bits of geometry sum, depending on how deep the volume is, which translates into the required highlight. Also, since it's hardware tessellated, it probably has a smaller impact on performance because the GPU only needs to store enough information to generate the geometry, not store (and update) the geometry data for all possible light shafts themselves -- and it needs to store those shadow maps anyway.
Even though it seemed like this effect was independent of render method, since it basically just adds geometry to the scene, I asked whether it was locked to deferred rendering methods. NVIDIA said that it should be unrelated, as I suspected, which is good for VR. Forward rendering is easier to anti-alias, which makes the uneven pixel distribution (after lens distortion) appear more smooth.