NVIDIA Launches VRWorks 360 Video SDK 2.0

When they are not preparing new lines of virtual reality (VR) ready GPUs with more cores, more processing speed and more raw power than ever before. And when they’re not filing a whole range of VR related trademarks connected to said graphics cards. NVIDIA can still often be found involved in immersive technology on the software side, one way or another.

NVIDIA VRWorks - 360 VideoPrimarily that is through acts involving NVIDIA VRWorks, NVIDIA’s development kit for VR devs, which provides a suite of APIs, libraries and engines to enable high-end graphics performance when creating things under the VR umbrella. Their latest update sees, once again, improvements made to their 360 Video SDK which has already gotten companies like STRIVR and Pixvana excited.

“When you experience a situation as if you are actually there, learning retention rates can soar.” Commented Chief Technology Officer of STRIVR, Brian Meek, to NVIDIA’s official blog. “The new Warp 360 will help ensure our customers stay fully immersed, and the functionality and performance that Turing brings to VRWorks can’t be beat.”

The new version 2.0 update accelerates the speed of stitching together 360 degree videos as well as a host of other features that mean recording and streaming in 360 degrees becomes a lot easier. It also adds additional support for NVIDIA CUDA 10 and of course the most recent additions to their GPU line-ups.

Nvidia Turing architectureUpdates include:

Ambisonic Audio – increases the immersiveness of 360-degree videos by enabling 3D, omnidirectional audio such that the perceived direction of sound sources change when viewers modify their orientation.

Custom Region of Interest Stitch – enables adaptive stitching by defining the desired field of view rather than stitching a complete panorama. This enables new use cases such as 180-degree video while reducing execution time and improving performance.

Improved Mono Stitch – increases robustness and improves image quality for equatorial camera rigs. Multi-GPU setups are now supported for up to 2x scaling.

Moveable Seams – manually adjusts the seam location in the region of overlap between two cameras to preserve visual fidelity, particularly when objects are close to the camera.

New Depth-Based Mono Stitch – uses depth-based alignment to improve the stitching quality in scenes with objects close to the camera rig and improves the quality across the region of overlap between two cameras. This option is more computationally intensive than moving the seams, but provides a more robust result with complex content.

Warp 360 – provides highly optimized image warping and distortion removal by converting images between a number of 360 projection formats, including perspective, fisheye and equirectangular. It can transform equirectangular stitched output into a projection format such as cubemap to reduce streaming bandwidth, leading to increased performance.

You can download the latest version of the VRWorks 360 Video SDK here. VRFocus will bring youj more news on the developments in VR hardware and software throughout the day.

 

‘EVE: Valkyrie’ Gets New ‘Ultra’ Graphics Option Thanks to Nvidia VRWorks

As part of this week’s EVE: Valkyrie update, which includes AI improvements, balance tweaks, and stability fixes, the game has also received some visual optimisations courtesy of Nvidia VRWorks. Suitable for higher-spec Nvidia cards (GTX 1070 and above), the new ‘Ultra Settings’ option enables ‘God rays’, improved cockpit lighting and projectile effects.  

The latest ‘2017_R3’ patch for EVE: Valkyrie rolled out yesterday, detailed on the game’s official site. According to an Nvidia press release, it is Valkyrie’s support for VRWorks’ Lens Matched Shading rendering technique (only possible on the Pascal architecture) that maintains the level of performance required to render these higher quality visuals.

CCP Games have incorporated Nvidia Volumetric Lighting to achieve the ‘God rays’ effect, along with a new anti-aliasing technique developed by Nvidia called ‘Multi-Sample G-Buffer Anti-Aliasing’, which reduces visible aliasing of geometry edges and specular highlights. ‘Ultra Settings’ also improves the fidelity of reflections and shaders, adds dynamic lights to projectiles, and upgrades the lighting and shadowing “in every area and level”.

Many more PC VR games could see Nvidia-specific visual enhancements, as VRWorks is now supported in both Unreal Engine 4.16 and Unity 2017.1.

The post ‘EVE: Valkyrie’ Gets New ‘Ultra’ Graphics Option Thanks to Nvidia VRWorks appeared first on Road to VR.

VRWorks Now Supported in Unreal Engine

Unreal Engine is one of the most popular bases for videogame development, and has been the base on which many popular virtual reality (VR) titles have been built, such as Robo Recall. Nvidia have now released a new branch of VRWorks which integrates Unreal Engine support.

VRWorks – which was responsible for a new ‘Ultra’ quality mode in EVE: Valkyrie, announced earlier – has had its components and features adopted by various parts of the VR industry and acts as a suite of APIs, libraries and engines to enable high-end graphics performance.

Unreal Engine 4 Header 2The new branch enables Unreal developers can use new features such as Lens Matched Shading, Single Pass Stereo and Multi-res Shading. Each of the these new features offer advantages, such as Lens Matched Shading, which offers an improved version of multi-res shading by ensuring frame buffer and display pixel rates are matched for the best performance by taking advantage of Nvidia Pascal hardware. Another feature that takes advantage of Pascal hardware is Single Pass Stereo, which frees up geometry bandwidth, thus reducing resource demand.

A new VR SLI allows developers to take advantage of PC setups with multiple graphics cards to tackle scenes that are high in visual demand. This can offer twice the performance with a PC development rig equipped with a second graphics card, or over 2.8 times the performance with three cards.

The new VRWorks 4.16 Graphics branch of Unreal Engine 4 is available to anyone who has a Unreal Engine 4 Github subscription and is available to download now.

VRFocus will bring you further news on developments regarding Unreal Engine and VRWorks as it becomes available.

The Wonder Of Space Just Got A Whole Lot Prettier For EVE: Valkyrie

If you’re looking for a virtual reality (VR) experience that truly makes the jaw drop and quickly clues you in to the benefits of a 360 degree viewpoint you can’t do much better than checking out the wonders (and dangers) of outer space courtesy of EVE: Valkyrie.  Whether it’s the basic game or any of the many additions to it since launch, such as Gatecrash, Wormholes or Groundrush the immersion level of CCP Games‘ spaceship dogfighter is already a pretty compelling spectacle.

Eve Valkyrie Groundrush 1Well, the good news for owners of EVE: Valkyrie is that they may well be able to experience it at an even greater level of clarity – and soon. With improvements to surface fidelity and reactivity, the addition of “God ray” style shafts of light and other dynamic lighting and shadowing.

This is all thanks to the support of NVIDIA VRWorks technologies, whose continued work has enabled the team at CCP Games to consider and implement a new ‘Ultra’ graphics setting. Bringing much higher graphical fidelity, and by extension an even better sense of immersion to this fast-paced slice of the EVE Online universe.  This improvement has been made achievable thanks to a number of developments by the NVIDIA team that CCP Games have implemented, with CCP already using NVIDIA’s Lens Matched Shading technique for rendering and GeForce support.

For instance, anti-aliasing has been improved, this is thanks to Multi-Sample G-Buffer Anti-Aliasing – a new technique developed by the team at NVIDIA that “improves anti-aliasing by further reducing visible aliasing of geometry edges and specular highlights, giving players a superior visual experience”.  NVIDIA Volumetric Lighting has also been used to add to the realism of the cockpit view and making projectiles look even more impressive as CCP Games look to build on the wow-factor of a hostile, but beautiful, universe with

Pilots keen to see the changes in action should look for Ultra mode as part of the latest update to EVE: Valkyrie, VRFocus will bring you more information on the ongoing developments at both NVIDIA and CCP Games in the near future.

EVE Valkyrie - Carrier Assault

Unity’s Main Branch Now Supports NVIDIA VRWorks for Enhanced Rendering Features

The latest release of Unity, version 2017.1 now officially supports NVIDIA’s VRWorks rendering tech. VRWorks contains a number of rendering features unique to the company’s GPUs which are designed to improve performance in VR applications.

Update (7/13/17):  After several months in beta, this week Unity launched its latest main branch release, version 2017.1. Alongside some VR fixes and a few improvements noted in the full release notes, VRWorks support also comes to the main branch for the first time, allowing developers working on the release version of the game engine to install the Nvidia VRWorks plugin to enable a range of VR specific rendering features (noted below) that can improve performance and enhance visuals on Nvidia GPUs.

Now supported by the main branch, we’d expect VRWorks to remain supported on the Unity main branch going forward.


Update (4/26/17, 10:26PM PT): While NVIDIA had formerly made a branch of Unity with VRWorks support available to select developers, the company has now launched a VRWorks plugin on the Unity Asset store which is supported by the latest Unity beta (2017.1.0b2). This makes it easier for developers to enable VR rendering features unique to NVIDIA’s latest GPUs:

  • Multi-Res Shading (Maxwell & Pascal) – renders each part of an image at a resolution that better matches the pixel density of the warped image. Multi-Res Shading uses Maxwell’s multi-projection architecture to render multiple scaled viewports in a single pass, delivering substantial performance improvements.
  • Lens Matched Shading (Pascal) – uses the new Simultaneous Multi-Projection architecture of Pascal-based GPUs to provide substantial pixel shading performance improvements. The feature improves on Multi-res Shading by rendering to a surface that more closely approximates the lens corrected image that is output to the headset display. This avoids the performance cost of rendering many pixels that are discarded during the VR lens warp post-process.
  • Single Pass Stereo (Pascal) – uses the new Simultaneous Multi-Projection architecture of NVIDIA Pascal-based GPUs to draw geometry once, then simultaneously project both right-eye and left-eye views of the geometry. This lets developers effectively double the geometry in VR applications, increasing the richness and detail of their virtual world.
  • VR SLI (Maxwell and Pascal) – provides increased performance for virtual reality apps where multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity application programming interface, VR SLI allows scaling for systems with more than two GPUs.

NVIDIA also maintains a custom branch of Unreal Engine 4 with integrated VRWorks features.

Original Article (11/9/16): As developers explore the limitless potential of VR, performance and efficiency continue to be an essential focus of hardware and software. Unity, one of the most popular game engines for VR development, has been a long-term supporter of the medium, introducing many VR-specific features as the hardware evolved at a frantic pace over the last few years. At GDC 2016, Unity announced they would be adding support for VRWorks, Nvidia’s SDK for optimisation of VR using the company’s GPUs.

SEE ALSO
NVIDIA Says New Foveated Rendering Technique is More Efficient, Virtually Unnoticeable

At Unite 2016 this month in Los Angeles, this commitment hit an important milestone, with Nvidia providing early access to a version of Unity with native VRWorks support for select VR developers, which includes the four major features for VR graphics optimisation: VR SLI, Multi-res Shading, Lens Matched Shading, and Single Pass Stereo. Developers can apply for early access here. Nvidia says they’re working toward bringing these features into the main branch of Unity. Per the update above, the NVIDIA VRWorks plugin is available now on the Unity Asset Store, supporting Unity 2017.1.b02 or higher.

Integrated VRWorks support in Unity means faster and easier integration of VRWorks technologies for developers, which Nvidia says can result in major performance improvements thanks to features unique to their GPUs. Multi-res Shading, which has already featured in custom branches of Unreal Engine, deals with the barrel distortion required for rendering optically-correct images to a VR headset, rendering multiple viewports across a single render target, using a hardware feature called ‘multi-projection’. By shrinking the outer viewports, the render target is much more efficient, offering a 30% improvement in some cases.

Pascal-equipped systems benefit most significantly, as the Simultaneous Multi Projection technology introduced with the architecture allows VRWorks to perform Lens Matched Shading, where 16 views can be rendered at different angles in a single pass, which can be shaped to closely match the distortion of a lens in a VR headset, resulting in far fewer wasted pixels across the render target. Combined with Single-Pass Stereo—which allows for reprojecting geometry around a second viewport—means 32 views are being rendered in a single pass, which can produce a significant performance increase in pixel shading throughput compared to Maxwell and earlier GPUs.

SEE ALSO
NVIDIA Explains Pascal's 'Lens Matched Shading' for More Efficient VR Rendering

Ted Carefoot, producer at Cloudhead Games, the studio behind Unity-based The Gallery series, said of the announcement, “Optimizing VR content is always a huge challenge, so we’re very excited to be working with NVIDIA on VRWorks. Features like ‘multi-res’, and ‘lens match’ shading (MRS/LMS) are indispensable tools in the quest to make beautiful, interactive, and deeply immersive virtual worlds.”

Nvidia has also integrated VRWorks into the latest versions of Unreal Engine, Unity’s closest competing game engine for VR development.

The post Unity’s Main Branch Now Supports NVIDIA VRWorks for Enhanced Rendering Features appeared first on Road to VR.