Apple Details Latest VR Optimizations Coming to macOS Mojave (10.14)

Earlier this month at Apple’s annual WWDC conference, the company introduced their latest operating system, macOS Mojave (10.14). Due to roll out as a public beta later this month, and launching widely this Fall as a free update, Mojave brings further VR-specific optimizations to Apple’s Metal graphics API, which the company detailed in a session at WWDC.

Speaking on stage during a WWDC session titled ‘Metal for VR‘, Karol Gasiński, a member of the GPU Software Architecture Team at Apple, walked developers through the latest VR optimizations coming to MacOS Mojave (10.14) and offered an overview of how developers should think about optimizing their game’s graphics pipeline for VR. He also announced that Mojave will include “plug and play support” for the Vive Pro.

Gasiński revealed new features of the Metal graphics API, designed to make VR rendering more efficient.

Previously, if developers wanted to advantage of sharp MSAA rendering, they’d need to use dedicated textures for each eye, which doubles the number of draw calls, render passes, and resolving steps. If a developer chooses not to use MSAA, Gasiński said, they’d have to pick a different rendering layout depending upon what they wanted to achieve.

Mojave will support a new Metal texture type called a 2D Multisample Array, which Gasiński says has “all the benefits of [the other rendering layouts] without any of the drawbacks.” It does this by offering separate control of rendering space, views count, and the anti-aliasing mode. This means developers can rely on a single rendering layout that can be adapted to any situation, and comes with the benefits of having a single draw, render, and resolve pass.

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Gasiński further announced a new cross-process texture sharing feature, which allows for shareable Metal textures with complex structures (like those that are multi-sampled, stored with depth, or include mip-maps). Previously, only simple 2D textures could be shared between processes, he said. The new feature allows cross-process sharing of any Metal texture, as long as it stays within the context of a single GPU.

The changes also allow the VR Compositor—the process which adjusts the textures to be correctly displayed on a VR headset—to make its warp adjustment for both eyes in a single render pass. Overall, these changes simplify the rendering pipeline all the way from the app to the headset, as Gasiński visualizes below:

Image courtesy Apple

These changes will be immediately available to native VR app developers on Mojave, and are likely to eventually see support in development tools like Unity and Unreal Engine.

Gasiński spent the rest of the session detailing strategies by which VR app developers can optimize the inner workings of their apps to maximize rendering efficiency and improve performance. Apple Developers working on native VR apps should definitely consider watching the entire segment (starting at 12:22).

Image courtesy Apple

In short, Gasiński talked about advanced frame pacing techniques, saying that developers should use multi-threading, split command buffers, separate pose-dependent and pose-independent workloads, separate workloads by frequency of update (to benefit from multi-GPU configurations), and ensure that each GPU has a separate rendering thread to ensure asynchronous rendering.

The latter—a structure which benefits from multi-GPU configurations—is generally unique to Apple, considering the company’s growing support for external GPU and multi-GPU systems. Even in the case where a Macbook is using an eGPU for VR rendering, the Macbook’s internal GPU can contribute to the overall workload, if the app’s rendering pipeline is structured appropriately, even though it alone wouldn’t be enough to run a VR app on its own. Most PC-based VR applications today are built assuming all work will be done on a single GPU.

Overall, the techniques were aimed at minimizing idle GPU time, allowing as much work to be done as possible in the limited timeframe available for rendering.

The post Apple Details Latest VR Optimizations Coming to macOS Mojave (10.14) appeared first on Road to VR.

Spiele-Engine Godot Version 3.0 bringt VR-Unterstützung

Die kostenlose Open Source Game Engine Godot bringt in der jetzt als Full Release verfügbaren Version 3.0 die Unterstützung für VR mit. Einerseits lassen sich Spiele für Google Cardboard und ähnliche Lösungen direkt entwickeln, auf der anderen Seite gibt es via dem neuen Framework GDNative die Unterstützung von OpenVR und damit PC-Brillen wie die HTC Vive und Oculus Rift. Erste Versuche, Titel via SteamVR fit für Windows Mixed Reality Headsets zu machen, verliefen erfolgreich.

Neue Version von Godot unterstützt die virtuelle Realität

Die Platzhirsche für die Entwicklung von VR-Titeln sind sicherlich die kommerziellen Lösungen Unity und Unreal, jedoch werden bei bestimmten Umsätzen mit verkauften Spielen teilweise hohe Lizenzzahlungen fällig. Anders sieht das bei Godot aus, denn die Open Source Software lässt sich jederzeit kostenlos nutzen. Ganze 18 Monate arbeitete das Team an der Version 3.0, die etliche Änderungen und Verbesserungen mit sich bringt. Auf dem Zettel stehen beispielsweise eine neue Render-Engine sowie das Framework GDNative, mit dem sich nativer Code als Plug-in in Godot verwenden lässt. GDNative ist dann auch dafür verantwortlich, dass man in der neuen Version von Godot OpenVR verwenden kann und somit Titel fit für PC-Brillen machen kann.

Außerdem können Anwender der Entwickler-Software auf ein experimentelles GDNative-Modul zurückgreifen, das OpenHMD in die Umgebung bringt. OpenHMD ist ebenfalls kostenlos sowie Open Source und ermöglicht den Support weiterer Headsets wie PlayStation VR (PSVR). Die Unterstützung der Samsung Gear VR und Daydream sind laut Road to VR geplant. Ein Video zeigt die Verwendung von OpenVR in der Entwicklung-Umgebung. Godot ist für Windows, macOS, SteamOS und Linux erhältlich. Den kostenlosen Download findet man auf der Herstellerseite sowie bei Steam.

(Quelle: Road to VR)

Der Beitrag Spiele-Engine Godot Version 3.0 bringt VR-Unterstützung zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

rumii: Social VR App für Unternehmen und Bildung

Genug gespielt: Im Gegensatz zu VRChat, Rec Room und andere soziale VR-Netzwerke richtet sich rumii vornehmlich an Unternehmen und den Bildungsbereich. Bereits über 500 Firmen sollen seit dem Launch im Early Access letztes Jahr dabei sein. Das Ziel: herkömmliche Videokonferenzen zu ersetzen.

rumii für virtuelle Meetings in VR

Die Social-Network-Lösung rumii hat ähnlich wie der 2D-Messenger Slack hauptsächlich professionelle Anwender im Visier. Diese können sich mit der Anwendung in der virtuellen Realität treffen und beispielsweise Meetings abhalten. Auch Unterricht oder Weiterbildung sieht der Anbieter Doghead Simulations als Anwendungsgebiet. Zu Beginn steht die Schaffung eines Avatars, den Anwender selbst einrichten müssen. Hier gibt es etliche Optionen, um die Comic-Figur möglichst dem eigenen Äußeren anzupassen. Teilweise sind die Einstellungs-Möglichkeiten noch viel zu grob, die Prozedur trotzdem ziemlich zeitaufwendig, wenn man halbwegs eine Ähnlichkeit herstellen will.

Danach darf man die Lobby betreten und bekommt eine kleine Einweisung, wie das Ganze funktioniert. Bis zu 20 Avatare können sich an einem Ort tummeln. Die Anzahl der Räume ist unbegrenzt, Anwender können jederzeit einen neuen Raum anlegen. Der steht dann in drei Größen zur Auswahl und reicht vom kleinen Konferenz-Raum bis zum Auditorium. Dort lassen sich auf „interaktiven Wänden“ diverse Medien miteinander teilen, beispielsweise PDFs und Bilder. Allerdings scheint hier noch einiges im Argen zu liegen und zumindest in unserer Version war es nicht möglich, etwas hochzuladen. Dafür funktionierte das Whiteboard, auf dem man kleine Zeichnungen anfertigen kann.

rumii vr

Bisher setzt rumii auf die PC-Brillen HTC Vive, Windows Mixed Reality Headsets und Oculus Rift. Man kann allerdings auch im 2D-Raum unterwegs sein, rumii unterstützt hierfür neben Windows auch macOS. Später sollen mobile Brillen und Smartphones folgen. Doghead Simulations bietet einen kostenlosen Plan an, mit dem Anwender alles in Ruhe ausprobieren können. Die Team-Größe ist dann auf drei Telnehmer begrenzt, außerdem stehen lediglich 1 GB Speicherplatz auf dem Server zur Verfügung. Der Aboplan lockert die Limits, für 10 US-Dollar im Monat erhält man 10 GB Speicherplatz. Die Teamgröße ist dann unbegrenzt. Falls die Entwickler noch einige Baustellen beseitigen können, dürfte rumii durchaus Chancen bei der angepeilten Zielgruppe besitzen.

(Quellen: Upload VR/Doghead Simulations)

 

Der Beitrag rumii: Social VR App für Unternehmen und Bildung zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Unity Brings VR Creation Tools to iMac Pro Developers

Unity Technologies has announced that the Unity development engine is now fully functional for development of virtual reality (VR) videogames and experiences on the new iMac Pro. The company worked with Apple, AMD, and Valve to ensure optimal integration for Unity development and performance on the Metal graphics API and Apple hardware.

Electronauts Screenshot2

The first of these immersive VR experiences, Electronauts and Gravity Sketch, were announced last week and are demonstrations of the ways that Unity developers can unleash their creativity on macOS.

“The release of the iMac Pro puts virtual reality into the hands of even more consumers and creators. With Apple’s history of making new technologies mainstream, this is an exciting time for Unity and our developers,” said Tony Parisi, Global Head of VR/AR Strategy at Unity Technologies. “The future of VR has never been brighter. Now is the time to dazzle, surprise, and immerse an entirely new audience into the world of VR.”

Electronauts, created by Survios, is promising to deliver an immersive music creation experience empowering all music lovers to DJ, perform and produce music. The Electronauts experience envelops the user in a world of audio, experienced and powered by VR. It is designed for users of all levels, and it empowers all music lovers to DJ, perform and produce great music.

Electronauts‘ development process was one of near-constant creative experimentation and Unity allowed us to iterate quickly on our designs and rapidly prototype new ideas as the experience evolved,” said Nathan Burba, Cofounder and CEO of Survios.

Gravity sketch header

Gravity Sketch is a multi-platform 3D creation tool which gives industrial designers, automotive designers and to create 3D objects in a VR environment. Unity’s flexibility enabled the team to optimise Gravity Sketch for the iMac Pro.

“When we met with Unity we were blown away by how optimised Unity 2017 was for macOS,” said Daniel Thomas, CTO of Gravity Sketch. “It was easy to get Gravity Sketch up and running on Apple hardware. Thanks to Unity we are now able to reach an entirely new segment of creators, making it easier than ever for them to turn their ideas into reality.”

Unity is the world’s most popular real-time development platform, with more than 60% of the world’s VR and AR creations developed on the platform. VRFocus recently interviewed Parisi, and will bring you more details on the future of Unity’s AR and VR development platform later this week.

Google Releases ‘Resonance Audio’, a New Multi-Platform Spatial Audio SDK

Google today released a new spatial audio software development kit called ‘Resonance Audio’, a cross-platform tool based on technology from their existing VR Audio SDK. Resonance Audio aims to make VR and AR development easier across mobile and desktop platforms.

Google’s spatial audio support for VR is well-established, having introduced the technology to the Cardboard SDK in January 2016, and bringing their audio rendering engine to the main Google VR SDK in May 2016, which saw several improvements in the Daydream 2.0 update earlier this year. Google’s existing VR SDK audio engine already supported multiple platforms, but with platform-specific documentation on how to implement the features. In February, a post on Google’s official blog recognised the “confusing and time-consuming” battle of working with various audio tools, and described the development of streamlined FMOD and Wwise plugins for multiple platforms on both Unity and Unreal Engine.

Image courtesy Google

The new Resonance Audio SDK consolidates these efforts, working ‘at scale’ across mobile and desktop platforms, which should simplify development workflows for spatial audio in any VR/AR game or experience. According to the press release provided to Road to VR, the new SDK supports “the most popular game engines, audio engines, and digital audio workstations” running on Android, iOS, Windows, MacOS, and Linux. Google are providing integrations for “Unity, Unreal Engine, FMOD, Wwise, and DAWs,” along with “native APIs for C/C++, Java, Objective-C, and the web.”

This broader cross-platform support means that developers can implement one sound design for their experience that should perform consistently on both mobile and desktop platforms. In order to achieve this on mobile, where CPU resources are often very limited for audio, Resonance Audio features scalable performance using “highly optimized digital signal processing algorithms based on higher order Ambisonics to spatialize hundreds of simultaneous 3D sound sources, without compromising audio quality.” A new feature in Unity for precomputing reverb effects for a given environment also ‘significantly reduces’ CPU usage during playback.

Much like the existing VR Audio SDK, Resonance Audio is able to model complex sound environments, allowing control over the direction of acoustic wave propagation from individual sound sources. The width of each source can be specified, from a single point to a wall of sound. The SDK will also automatically render near-field effects for sound sources within arm’s reach of the user. Near-field audio rendering takes acoustic diffraction into account, as sound waves travel across the head. By using precise HRTFs, the accuracy of close sound source positioning can be increased. The team have also released an ‘Ambisonic recording tool’ to spatially capture sound design directly within Unity, which can be saved to a file for use elsewhere, such as game engines or YouTube videos.

Resonance Audio documentation is now available on the new developer site.

For PC VR users, Google just dropped Audio Factory on Steam, letting Rift and Vive owners get a taste of an experience that implements the new Resonance Audio SDK. Daydream users can try it out here too.

The post Google Releases ‘Resonance Audio’, a New Multi-Platform Spatial Audio SDK appeared first on Road to VR.

High Sierra MacOS Update Now Free

For the most part, users who want to experience high-end virtual reality (VR) devices such as the HTC Vive or Oculus Rift need to use a Windows PC. That might be about to change with the announcement that MacOS High Sierra, with its enhanced VR support, will be available for free.

MacOS High Sierra comes with a number of new and enhanced features that will enhance the experience for Mac users who are planning to use their systems to engage with VR videogames or 360-degree video experiences.

Several VR companies have been working with Apple to improve the compatibility and accessibility of VR on the MacOS. Apple are also bringing in more support for VR content creators, allowing developers to use MacOS for creating immersive videogames and 360-degree experiences.

Valve are optimising SteamVR for use on MacOS High Sierra, and Unity and Epic are planning on bringing developments tools to MacOS. Final Cut Pro X will also be ringing its 360-degree video support to MacOS High Sierra by the end of the year.

“MacOS High Sierra is an important update that makes the Mac more capable and responsive, while laying the foundation for future innovations,” said Craig Federighi, Apple’s senior vice president of Software Engineering. “High Sierra introduces new technologies for VR, high-efficiency video streaming, advances in storage technology and more, while apps such as Photos, Safari, Mail and Notes are refined to give users even more reasons to love their Mac.”

MacOS High Sierra is available as a free update from the Mac App Store, and supports all Macs dated from 2009 or later.

VRFocus will continue to report on new updates and technology for VR.