Two new SDKs aimed at VR performance join NVIDIA's GameWorks

Subject: General Tech | November 19, 2015 - 12:22 PM |
Tagged: gameworks vr, designworks vr, virtual reality, NVIDA, sdk

There is something about this phrase which describes a feature of NVIDIA's newly announced VR SLI that excites the kid in me "multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering".  Maybe you can't afford two GPUs per eye but the fact that it would work if you could manage it is rather impressive.  NVIDIA has announced new SDKs specifically aimed at VR design and performance, GameWorks VR and DesignWorks VR.  Epic has announced that Unreal Engine 4.3 will support these new tools and you can grab them from NVIDIA's developer website right now if you so desire.  You can read more about specific features and optimizations these SDKs will provide at this article on The Inquirer.

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"The company said at the release of version 1.0 of GameWorks VR and DesignWorks VR that the SDKs will solve the power-guzzling problems associated with complex, immersive VR graphics processing."

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Source: The Inquirer

Gameworks VR, NVIDIA's Direct Driver Mode for the Oculus Rift

Subject: General Tech, Displays | August 13, 2015 - 06:51 PM |
Tagged: nvidia, oculus rift, gameworks vr

The news that Oculus SDK 0.7

would incorporate Direct Driver Mode after the August 20th update is not very old and now NVIDA has announced the availability of the beta version of their GameWorks VR.  As mentioned on this podcast, until now your GPU has treated the Oculus as a secondary monitor but with this update your graphics driver will directly talk to the Oculus as a separate device, which should help greatly with latency and development of the tricks and treats yet to be discovered when programming for this type of interface.

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NVIDIA's Gameworks VR, as well as AMD's LiquidVR will provide a platform for developers to program for the Oculus Rift as well as the competeing products from other companies.  The new beta SDK from NVIDIA has been updated to support VR SLI and is compatible with the new 350.60 Game Ready drivers.  Programmers working with the Maxwell architecture will benefit from Multi-Res Shading which should increase the performance of your current programs.  Follow the links if you are interested in developing for Oculus, otherwise wait patiently for the day you can pre-order them.

Source: NVIDIA

NVIDIA VR Headset Patent Found

Subject: Graphics Cards, Mobile | June 6, 2015 - 04:05 PM |
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”.

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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.

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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)?

Source: VRFocus

Rounding up the GTX 980 Ti reviews

Subject: Graphics Cards | June 2, 2015 - 04:40 PM |
Tagged: video, nvidia, maxwell, GTX 980 Ti, gsync, gm200, geforce, gameworks vr, g-sync, dx12, 6Gb

Hopefully by now you have familiarized yourself with Ryan's review of the new GTX980 Ti and perhaps even some of the other reviews below.  One review that you should not miss is by Scott over at The Tech Report as they used an X99 system for benchmarking and covered a slightly different suite of games.  The games both sites tested show very similar results and in the case of BF4 and Crysis 3, showed that the R9 295 X2 is still a force to be reckoned with, especially when it is on sale at a price similar to the 980 Ti.  In testing the Witcher 3 and Project Cars, the 980Ti showed smoother performance with impressive minimum frame times.  Overall, The Tech Report gives the nod to the new GTX 980 Ti for more fluid gameplay but does offer the necessary reminder, AMD will be launching their new products very soon and could offer new competition.

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"You knew it was coming. When Nvidia introduced the GeForce Titan X, it was only a matter of time before a slightly slower, less expensive version of that graphics card hit the market. That's pretty much how it always happens, and this year is no exception."

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Specifications

When NVIDIA launched the GeForce GTX Titan X card only back in March of this year, I knew immediately that the GTX 980 Ti would be close behind. The Titan X was so different from the GTX 980 when it came to pricing and memory capacity (12GB, really??) that NVIDIA had set up the perfect gap with which to place the newly minted GTX 980 Ti. Today we get to take the wraps off of that new graphics card and I think you'll be impressed with what you find, especially when you compare its value to the Titan X.

Based on the same Maxwell architecture and GM200 GPU, with some minor changes to GPU core count, memory size and boost speeds, the GTX 980 Ti finds itself in a unique spot in the GeForce lineup. Performance-wise it's basically identical in real-world game testing to the GTX Titan X, yet is priced $350 less that that 12GB behemoth. Couple that with a modest $50 price drop in the GTX 980 cards and you have all markers of an enthusiast graphics card that will sell as well as any we have seen in recent generations.

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The devil is in all the other details, of course. AMD has its own plans for this summer but the Radeon R9 290X is still sitting there at a measly $320, undercutting the GTX 980 Ti by more than half. NVIDIA seems to be pricing its own GPUs as if it isn't even concerned with what AMD and the Radeon brand are doing. That could be dangerous if it goes on too long, but for today, can the R9 290X put up enough fight with the aging Hawaii XT GPU to make its value case to gamers on the fence?

Will the GeForce GTX 980 Ti be the next high-end GPU to make a splash in the market, or will it make a thud at the bottom of the GPU gene pool? Let's dive into it, shall we?

Continue reading our review of the new NVIDIA GeForce GTX 980 Ti 6GB Graphics Card!!