Serious Sam VR: The Last Hope scales with multi-GPU

Subject: Graphics Cards | November 14, 2016 - 11:22 AM |
Tagged: video, the last hope, serious sam vr, rx 480, radeon, Polaris, multi-gpu, liquidvr, amd, affinity

While VR excitement might have cooled slightly in the enthusiast community, there continues to be innovation and software releases on both the Oculus Rift and HTC Vive that are bringing me back to what I think we believe to be part of the future of PC gaming. Serious Sam VR: The Last Hope was announced at E3 this year and is now available as an early access game on Steam. It is a dual wielding shooter that combines the enemies of the previous games along with the crazy weapons that made the series iconic.

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And hey, there is something awesome about using a missile launcher that takes up half the screen.

One interesting technology addition to the game is use of AMD LiquidVR affinity multi-GPU. A Croteam developer recently posted a blog on the GPUOpen.com site talking about the implementation.

We wanted to add LiquidVR Affinity Multi-GPU rendering support to our engine because two GPUs can render the two eye views in almost half the time compared to a single GPU and this would greatly reduce our GPU bottlenecks. Affinity MGPU can either be done in one pass or with a separate pass for each eye, in which case we reap the GPU side benefits while the CPU workload stays the same.

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We needed about a week to modify all shaders and to make sure that correct data is set for each eye. Single pass rendering with Affinity Multi-GPU gave us a huge speed improvement on both CPU and GPU from our original VR implementation. In the end, it took us less time to do single pass rendering correctly than it took us to fix all the problems caused by multi pass multi-GPU rendering.

After the interest in the Deus Ex multi-GPU scaling video I thought I would see if the Serious Sam implementation was actually beneficial to gamers.

  • Test System
  • Core i7-5960X
  • X99 MB + 16GB DDR4
  • AMD Radeon RX 480 8GB
  • Driver: 16.10.2

The test was simple: I found that a single RX 480 could run the game at Medium settings perfectly well, but could it be playable on High with multi-GPU? By adding in a second Radeon RX 480 I was able to bring the performance up by 55% or so, making the VR experience nearly flawless.

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It's not perfect scaling, but the benefits of multi-GPU for VR, when properly implemented, are obvious. As more games and experiences are released that require higher compute capability or have in-game settings that allow for better image quality, the ability to scale across GPUs will be a welcome addition to the ecosystem.

Check out the video here if you haven't seen any Serious Sam VR gameplay yet!

Expect to hear news from AMD's VR boffins

Subject: General Tech | October 19, 2016 - 12:18 PM |
Tagged: amd, liquidvr, Radeon Pro WX 7100, loom

AMD's Polaris cards have been lagging behind NVIDIA's Pascal in VR performance, not completely surprising considering the deltas in price and 3D performance.  From DigiTimes we hear of some successes however; AMD is opening VR facilities in shopping malls, movie theatres and Internet cafes, currently focusing on China.  On might consider the price as being a major factor, AMD offers good enough performance for most at a price lower than the competition.  They are also focusing on the development side of the equation, discussing their Radeon Pro WX 7100 a solution for a number of providers.  Their Loom project should also see light towards the end of the year, bringing HD content and beyond to VR movie designers.  It will be interesting to see how AMD does against the competition on the design side of the market as opposed to consumer machines.

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"AMD has launched several new projects for its virtual reality (VR) business including GPU certification. It has enhanced its software/hardware platform and established a VR supply chain, hoping to expand its presence in the VR market, and to regain share in the graphics card market with its new Polaris GPUs."

Here is some more Tech News from around the web:

Tech Talk

Source: DigiTimes

Podcast #339 - NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!

Subject: General Tech | March 5, 2015 - 03:22 PM |
Tagged: vulkan, vive, video, valve, titan x, strix, Silverstone, shield, Samsung, rv05, re vive, raven, podcast, nvidia, Nepton 240M, liquidvr, Khronos, Intel, htc, gtx 960, glnext, coolermaster, amd, 750ti

PC Perspective Podcast #339 - 03/05/2015

Join us this week as we discuss the NVIDIA SHIELD and Titan X, AMD Mantle, OpenGL Vulkan, and much more from GDC!

You can subscribe to us through iTunes and you can still access it directly through the RSS page HERE.

The URL for the podcast is: http://pcper.com/podcast - Share with your friends!

  • iTunes - Subscribe to the podcast directly through the iTunes Store
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  • MP3 - Direct download link to the MP3 file

Hosts: Jeremy Hellstrom, Josh Walrath, Allyn Malventano, Scott Michaud and Ken Addison

Program length: 1:22:13

  1. Week in Review:
  2. News item of interest:
  3. Hardware/Software Picks of the Week:
    1. Jeremy: Um, I don’t know, SteamOS sales I guess?
  4. Closing/outro

Subscribe to the PC Perspective YouTube Channel for more videos, reviews and podcasts!!

Author:
Manufacturer: AMD

Liquid...get it?

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.

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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.

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To address these tenets AMD has built four technologies into LiquidVR: late data latching, asynchronous shaders, affinity multi-GPU, and direct-to-display.

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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.

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Continue reading our first impressions of the new AMD LiquidVR SDK for virtual reality!!