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Steam vr supported cards
Steam vr supported cards













steam vr supported cards
  1. #Steam vr supported cards software
  2. #Steam vr supported cards Pc
  3. #Steam vr supported cards series

“There are other ways to do it, but with Radeon, you have dedicated hardware to do this compute work. “Performance will be consistent because you’re not using the graphics rendering pipeline to do the same work, and it’ll also be very efficient, and very quick,” says Faiz. The dedicated Asynchronous Compute Engine hardware in Radeon GPUs let AMD graphics cards perform Timewarp calculations without disturbing the main graphics pipeline-an advantage when keeping new frames flowing mere milliseconds apart can mean the difference between a magical VR experience and a nausea-filled one.

steam vr supported cards

This video from 2014 does a great job explaining Timewarp in detail. In other words, Timewarp helps compensate for latency issues that could otherwise make you puke. Basically, Timewarp checks your headset’s position right before displaying an image, and if your head position’s moved since the last frame was rendered, Timewarp will slightly adjust the image to match your current orientation, “which would obviously reduce judder,” according to Faiz. “Asynchronous Timewarp is a technique that generates intermediate frames in situations when the game can’t maintain frame rate,” according to Oculus. The Oculus Rift’s “Asynchronous Timewarp” feature can take particular advantage of AMD’s async shaders. AMD’s asynchronous shadersĪMD’s proud of the Asynchronous Compute Engine hardware baked into the GCN GPU architecture that current-gen Radeons are built around, which allow greater flexibility for running compute and graphics tasks concurrently. We’re still in VR’s early days.ĪMD and Nvidia each have more specialized tricks up their sleeves that each side hopes will give it an edge with VR developers, however. AMD reps confirmed the same on their end. On Twitter, Nvidia spokesperson Brian Burke said that VR SLI support is incoming due to VRWorks’ inclusion in game engines themselves, but no Oculus launch games embraced the technology at launch.

#Steam vr supported cards software

Again, that’s the rub with all these vendor-specific software tricks developers need to support them in their games.

#Steam vr supported cards series

The more GPUs, the better the VR-if games support it.ĪMD’s LiquidVR support for two or four Radeon GPUs and Nvidia’s VR SLI are already baked into the SteamVR Performance Test and the Vive’s The Lab series of demos. “Not only does it perform faster, but also the image quality improves significantly.” Brad Chacos “You’ll actually notice the difference immediately,” says AMD’s Omar Faiz. While multi-GPU support in traditional games has been a bit hit-or-miss recently, running multiple graphics cards in VR delivers clear, immediate benefits, as both technologies dedicate discrete GPUs to each of your eyeballs.

#Steam vr supported cards Pc

We’ll start this journey with a basic feature that means a lot more for virtual reality than traditional PC gaming: Both AMD and Nvidia’s toolsets enable multi-GPU support in VR. Let’s highlight some of AMD and Nvidia’s most potent VR software tricks that can make a difference to you-if developers embrace them. (Neither likes the idea of spaces between words, apparently.) Many of the software’s tools are under-the-hood features aimed at developers, but some offer massive advantages for users of VR headsets, too. AMD calls its VR software LiquidVR, while Nvidia’s is dubbed VRWorks.

steam vr supported cards

While it’s not readily apparent in the SteamVR Performance Test, software can play a massive role in your virtual reality experience, and both AMD and Nvidia have crafted clever software tricks designed to let you eke out more frames from your GPU. Hardware’s just the beginning when it comes to VR, however. We tackled that end of the equation in last week’s roundup of the best graphics cards for VR gaming. The most foolproof way around that pitfall is to simply throw as much graphical firepower at VR as possible. Drop below that frame rate and a user is apt to feel nauseous, at best, and possibly even lose their lunch. But playing around in VR worlds demands some seriously heavy graphical performance-remember, we’re talking two 1080x1200 displays (one for each eye) at a whopping 90 frames per second. It’s been a long time coming, but virtual reality is finally here, with the Oculus Rift and HTC’s Vive headsets now available to gamers and real-world Holodeck enthusiasts.















Steam vr supported cards