Coming soon or already out for Rift, Vive and PSVR:
http://www.roadtovr.com/eagle-flight-review-vr-psvr-htc-vive-oculus-rift/
http://www.roadtovr.com/eagle-flight-review-vr-psvr-htc-vive-oculus-rift/
http://steamcommunity.com/games/250820/announcements/detail/599369548909298226* Notes on async reprojection:
- Requires Nvidia driver version 372.54 or newer.
- AMD not supported in this version.
- Can be disabled in SteamVR settings under Performance by unchecking "Allow asynchronous reprojection".
- Current status is listed in the lower left section of SteamVR Settings (Async Reprojection On/Off). If you have "Allow asynchronous reprojection" checked, but are still seeing Async Reprojection Off on the left, this means it is not supported on your current setup - see above for requirements.
- Frame timing graph has been updated to show the number of times each frame has been presented (white line in the stacked cpu graph) and the number of times each frame has been reprojected to a different vsync than originally rendered for (red line on the stacked gpu graph).
- "Allow interleaved reprojection" checkbox still applies in async mode. It controls whether the application is dropped to 45hz when not making framerate, or if it is allowed to get further and further behind until a frame winds up getting presented twice. This leads to less positional judder, but that judder is more random (which tends to be more annoying).
...and only works on Nvidia GPUs...
It's simply not currently supported in the first beta build. That is all. What does it have to do with what you just posted? AMD has nothing to do with this as this is purely Valve's doing. As a matter of fact it's not even working on several NVidia GPUs even with the recommended drivers listed above...so yeah you lost us here...ATW on Oculus (which is what this is but for SteamVR) has been working perfectly fine on Nvidia AND AMD GPUs... :-\This VR landscape of super short turnaround R&D seems to further highlight the gap between Nvidia and AMD. It's hard enough that they've got a missing product segment at the high end, but they also seem to be struggling to keep the same pace for supporting existing cards. A lot of AMD's VR users who bought into the 'async compute = superior VR performance' marketing and opted for 290/390/Fury cards over Maxwell are not feeling too comfortable now.
Was it marketing though? We haven't really seen the effects used with DX12/Vulkan which actually provide the asynchronous behavior natively. Maybe for PSVR, but there haven't been many articles on that. Even now I doubt the effects are compute based just for compatibility on Nvidia parts. It's also reasonable to assume these techniques will be built directly into the apps by the developers as opposed to hacked in. It would definitely be nice if AMD stepped in and got some AMD specific implementations working for the VR guys. The approach shouldn't be that difficult, but maybe they aren't concerned with DX11 performance on VR?A lot of AMD's VR users who bought into the 'async compute = superior VR performance' marketing and opted for 290/390/Fury cards over Maxwell are not feeling too comfortable now.
It's simply not currently supported in the first beta build. That is all. What does it have to do with what you just posted? AMD has nothing to do with this as this is purely Valve's doing. As a matter of fact it's not even working on several NVidia GPUs even with the recommended drivers listed above...so yeah you lost us here...ATW on Oculus (which is what this is but for SteamVR) has been working perfectly fine on Nvidia AND AMD GPUs... :-\
Was it marketing though? We haven't really seen the effects used with DX12/Vulkan which actually provide the asynchronous behavior natively. Maybe for PSVR, but there haven't been many articles on that. Even now I doubt the effects are compute based just for compatibility on Nvidia parts. It's also reasonable to assume these techniques will be built directly into the apps by the developers as opposed to hacked in. It would definitely be nice if AMD stepped in and got some AMD specific implementations working for the VR guys. The approach shouldn't be that difficult, but maybe they aren't concerned with DX11 performance on VR?
Both the VR SDKs seem more marketing than anything to me. LiquidVR for example is just DX12/Vulkan capabilities to provide better timing controls. Few other nice features, but nothing I'd call critical.I guess I'm coming from the position of when I see marketing slides how long does it take for those things to materialize in a white paper, driver support, sample code, engine integration, and the pudding proof of content performing better. Early on it felt like AMD was positioning their LiquidVR initiative to contrast Nvidia's GameworksVR. Looking through their developer portal to see just what LiquidVR is comprised of now and what their SDK offers gives me the impression that it has more value as a consumer focused message of, "We're doing VR too" than it is a toolkit for VR developers.
Rendering Updates:
- A Forward Shading Renderer for VR (Experimental) that supports high-quality lighting features, enables Multisample Anti-Aliasing, and is faster than the Deferred Renderer in select projects.
- To use this, enable ‘Forward Shading’ in the Rendering Project settings and restart the editor.
- To use MSAA, set the default Anti-Aliasing Method in the Rendering Project settings.
- DBuffer Decals, Dynamic shadows and Capsule shadows do not handle MSAA properly yet and may exhibit artifacts along object edges.
- Not yet supported in the Forward Renderer:
- Screen space techniques (SSR, SSAO, Contact Shadows)
- Shadow casting Movable Lights
- Dynamically shadowed translucency
- Translucency receiving environment shadows from a Stationary light
- Light functions and IES profiles
Both the VR SDKs seem more marketing than anything to me.
Implementing ATW with async compute should be fairly easy
Mad Max with goggles rendered in would be a lot more entertaining with that fan.Has anyone else tried having a desk fan blowing on them while playing a racing game in VR? I've just given it a go in Project Cars while racing some topless cars. Add's a nice extra dimension of realism!
If you're reprojecting effectively, does the time to render a scene matter as much as the compositor? We haven't seen much of DX12/Vulkan with VR yet either. Nor higher refresh HMDs that likely warp at a higher multiple. Comparing frametimes of say UE, which has historically favored Nvidia, doesn't seem that relevant a comparison. I'd say AMD does a comparatively better job as resolution increases. So under ASW with gamers cranking up the super resolution, are they really that much worse?But to that I answer, "So what..?" ATW isn't an expensive operation, so optimizing isn't particularly meaningful. AMD's shortfall right now is in frame times, not VR compositor performance.
Ugh, this makes me sad. I've run into some people that are now taking drugs (Dramamine) in order to play VR. Apparently it's also the new "thing" for getting high and having hallucinations if you take more than the recommended dose. /sigh. It apparently isn't inherently addictive, but when abused can cause the formation of an addiction to the drug.
Regards,
SB
I'd say this is a crude way of doing it, We prescribe the drug for controlling sea sickness, also for treating symptoms of inner ear inflammations (which misses up balance and induces vertigo), It's an Anti-Histamine drug (think Anti Allergy), the motion sickness part was discovered accidentally while treating a bad allergy case, however it crosses over to the brain, and blocks some neurotransmitters there, causing dizziness and drowsiness, we even use it on patients with insomnia for this effect!Ugh, this makes me sad. I've run into some people that are now taking drugs (Dramamine) in order to play VR.
I just find it sad that people resort to drugs of any sort in order to play games.