NVIDIA VRWorks Support Now Available in Unity Engine

FrgMstr

Just Plain Mean
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This is a big deal when it comes to VR gaming becoming more mature and performing faster in more graphically intensive VR titles. I know that NVIDIA has been working hard to get more VRWorks features into both the Unity Engine and Unreal 4 Engine and today it is officially announcing great inroads with the Unity Engine. There are four specific techniques in VRWorks that will specifically enhance VR performance allowing immersive VR experiences to reach more users.

The two that stand out the most to me are VR SLI and Single Pass Stereo. VR SLI is fairly intuitive to understand, and once this is working at the engine level, it is much easier for game developers to take advantage of this technology which is supported by both Maxwell and Pascal GPU architectures and of course scaling can near 100% if implemented well. You can see some of our VR SLI testing with Serious Sam VR in this review. Single Pass Stereo has some great benefits performance-wise as well as it can give Pascal based hardware the ability to draw geometry only once for both eyes rather than once for each.

Check out the video.

A Big Step for NVIDIA VRWorks Adoption, and VR - This is significant to adoption of VRWorks because Unity Engine is a widely adopted game engine in the VR development community. Beyond games, developers rely on Unity for interactive experiences that touch on film, social, medical, tourism, design, education, and training. Giving developers using the Unity engine an easy way to tap into those features is a critical step in pushing VR forward.

VR developers can access the VR Works plugin from the Unity Asset Store.
 
Ever since Pascal was first announced, Simultaneous multi projection and Single pass stereo were the features I was waiting to be supported.

I'm wondering what kind of performance increase will it bring
 
Awesome!
Single pass stereo will be a gamechanger.
The entry level for VR gfx hardware will drop substantially once use of this becomes the norm.
And maximum performance will make a huge jump while costing us nothing.
 
Is SPS only available on Pascal? I was hoping to milk a tiny bit more life out of my 980 Ti waiting for the 1080 Ti Hybrids (do not want to roll my own at this time) to debut.......
 
Is SPS only available on Pascal? I was hoping to milk a tiny bit more life out of my 980 Ti waiting for the 1080 Ti Hybrids (do not want to roll my own at this time) to debut.......
It was touted as a feature for Pascal but it could silently also be compatible with older hardware.
I'm looking forward to when a deep hardware + VR geek takes a look!
 
Is SPS only available on Pascal? I was hoping to milk a tiny bit more life out of my 980 Ti waiting for the 1080 Ti Hybrids (do not want to roll my own at this time) to debut.......
From the page I hard linked in the news post.

Hardware: Compatible with: Pascal based GPUs. (GeForce GTX 1000 series and Quadro P5000 and higher)
 
Nah, just limited to nvidia hardware...:cautious:

For the time being but if someone big like Samsung decides this type of rendering is worth their time, I could see them acquiring it or developing their own version for their phones.
 
Come on IRAY, rolling the dice hoping Iray will be released for VR next.

The model(s) I import in Unity VR :angelic: will look so much better with Iray .:shame:

01101100 01100001 01100100 01111001 00100000 01101001 01101110 00100000 01110100 01101000 01100101 00100000 01110010 01100101 01100100 00100000 01100100 01110010 01100101 01110011 01110011 00100000 00111010 00101001 00001101 00001010 00001101 00001010
 
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High-end VR was already limited to Nvidia hardware, by virtue of AMD being at least a full generation behind.
I would say two gens behind, but lets see what Vega does, lets hope is like Ryzen hype, instead of the previous hyped releases.
 
For the time being but if someone big like Samsung decides this type of rendering is worth their time, I could see them acquiring it or developing their own version for their phones.
I don't see this as a long term limitation. In 1997, the only way you could get decent 3D graphics was with a rather expensive Voodoo card (or 2). A few years later, you could do it with an ATI or Nvidia card. A $600 card today will get you the same performance as a 1200 card did a year or so back. A phone is more powerful than the computers that put a man on the moon. 22 years ago, it cost 250,000 dollars for a SGI VR work station to do VR and as I recall, it didn't look as good as a pair of Voodoo cards in 97 or 98 (albeit not for VR).

I have no skin in this game. I don't own VR (mostly because I"m not gaming a lot these days), but this is going to happen and it's going to become mainstream. FB, Google, MS, Nvidia, Samsung, HTC and others are not in this because they think it will fail. Eventually the VR gear will be light and very comfortable. And compared to 22 years ago, it already is. It's probably less than 1/2 the size/weight of those monsters.
 
I don't see this as a long term limitation. In 1997, the only way you could get decent 3D graphics was with a rather expensive Voodoo card (or 2). A few years later, you could do it with an ATI or Nvidia card. A $600 card today will get you the same performance as a 1200 card did a year or so back. A phone is more powerful than the computers that put a man on the moon. 22 years ago, it cost 250,000 dollars for a SGI VR work station to do VR and as I recall, it didn't look as good as a pair of Voodoo cards in 97 or 98 (albeit not for VR).

I have no skin in this game. I don't own VR (mostly because I"m not gaming a lot these days), but this is going to happen and it's going to become mainstream. FB, Google, MS, Nvidia, Samsung, HTC and others are not in this because they think it will fail. Eventually the VR gear will be light and very comfortable. And compared to 22 years ago, it already is. It's probably less than 1/2 the size/weight of those monsters.

One thing to keep in mind. VR is derivative technology. As GPUs, CPUs, visual display tech, software, etc. advance so will it. VR will advance because other technologies that are clearly never going to go away will advance.
 
One thing to keep in mind. VR is derivative technology. As GPUs, CPUs, visual display tech, software, etc. advance so will it. VR will advance because other technologies that are clearly never going to go away will advance.
Sure. I was mostly talking about the cost of entry going down. I'm sure the cutting edge h/w will continue to be pricey for years to come.
 
Sure. I was mostly talking about the cost of entry going down. I'm sure the cutting edge h/w will continue to be pricey for years to come.

Gen 2 and and experience with the tech is what I see bringing the cost down a bit. Once the second round of hardware starts I think more people will pick up and distribute parts bringing in more competition. Likewise once more parts are built for this it will be easier to work with since everything wont be so customized for the two models out there.
 
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