NVIDIA’s Announces ‘FCAT VR’ Benchmark Tool to Help Demystify VR Performance

The latest version of NVIDIA’s FCAT VR analysis tool is here and it’s equipped with a wealth of impressive features designed to demystify virtual reality performance on the PC.

NVIDIA has announced a VR specific version of its FCAT (Frame Capture Analysis Tool) at GDC this week which aims to provide accessible access to virtual reality rendering metrics to help enthusiasts and developers demystify VR performance.

Back in the old days of PC gaming, the hardware enthusiast’s world was a simple place ruled by the highest numbers. Benchmarks like 3DMark spat out scores for purchasers of the latest and greatest GPU to wear like a badge of honour. The highest frame rate was the primary measure of gaming performance back then, and most benchmark scores were derived from how quickly a graphics card could chuck out pixels from the framebuffer. However, anyone who has been into PC gaming for any length of time will tell you, this rarely gives you a complete picture of how a game will actually feel when being played. It was and is perfectly possible to have a beast of a gaming rig and for it to perform admirably in benchmarks, but to deliver a substandard user experience when actually playing games.

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Over time however, phrases like ‘frame pacing’ and ‘micro stutter’ began creeping into the performance community’s conversations. Enthusiasts started to admit that the consistency of a rendered experience delivered by a set of hardware trumped everything else. The shift in thinking was accompanied (if not driven) by the appearance of new tools and benchmarks which dug a little deeper into the PC performance picture to shed light on how well hardware could deliver that good, consistent experience.

One of those tools was FCAT – short for Frame Capture Analysis Tool. Appearing on the scene in 2013, FCAT aimed to grab snapshots of what the user actually saw on their monitor, measuring frame latency and stuttering caused by dropped frames – outputting that final imagery to captured video with an accompanying stream of rendering metadata right alongside it.

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Now, NVIDIA is unveiling what it claims is the product of a further few years of development capturing the underbelly of PC rendering performance. FCAT VR has been officially announced and brings with it a suite of tools which increase its relevancy to a PC gaming landscape now faced with the latest rendering challenge. VR.

What is FCAT VR?

The FCAT VR Capture Tool GUI
The FCAT VR Capture Tool GUI

At its heart, FCAT VR is a frametime analysis tool which hooks into the rendering pipeline grabbing performance metrics at a low level. FCAT gathers information on total frametime (time taken by an app to render a frame), dropped frames (where a frame is rendered too slowly) and performance data on how the VR headset’s native reprojection techniques are operating (see below for a short intro on reprojection).

The original FCAT package was a collection of binaries and scripts which provide the tools to capture data from a VR session and convert that data into meaningful capture analysis. However, with FCAT VR, Nvidia have aimed for accessibility and so, the new package is fully wrapped in a GUI. FCAT VR is comprised of three components, the VR Capture tool which hooks into the render pipeline and grabs performance metrics, the VR Analyser tool which takes data from the Capture tool and parses it to form human readable graphs and metrics. The final element is the VR Overlay, which attempts to give a user inside VR a visual reference on application performance from within the headset.

When the FCAT VR Capture tool is fired up, prior to launching a VR game or application, its hooks stand ready to grab performance information. Once FCAT VR is open, benchmarking is activated using a configured hotkey and it then sets to work dumping a stream of metrics to raw data on disk. Once the session is finished, you can then use supplied scripts (or write your own) to extract human readable data and output charts, graphs or anything your stat-loving heart desires. As it’s scripted, it’s highly customisable for both capture and extraction.

nvidia_logo-featuredSo What Does FCAT VR Bring to VR Benchmarking?

In short, a whole bunch – at least in theory. As you probably know, rendering for virtual reality is a challenging prospect and the main vendors for today’s consumer headsets have had top adopt various special rendering techniques to allow the common or garden gaming PC to deliver the sorts of low latency, high (90FPS) framerate performance required. The systems are designed as backstops when system performance dips below the desired minimum, something which deviates from the ‘perfect world’ scenario for rendering a VR application. The below diagram illustrates a simplified VR rendering pipeline (broadly analogous to all PC VR systems).

A Simplified VR Rendering Pipeline (Perfect World)
A Simplified VR Rendering Pipeline (Perfect World)

However, given the complexity of the average gaming PC, even the most powerful rigs are prone to performance dips. This may result in the VR application being unable to meet the perfect world scenario above where 90 FPS is delivered without fail every second to the VR headset. Performance dips result in dropped frames, which can in turn result in uncomfortable stuttering when in VR.

VR Application Dropped Frames
VR Application Dropped Frames

Chief among these techniques are the likes of Asynchronous Time Warp (and now Space Warp) and Reprojection. These are techniques that ensure what the user sees in their VR headset, be that an Oculus Rift or an HTC Vive, matches as closely with that users movements in VR as closely as possible. Data sampled at the last possible moment is used to morph frames to match the latest movement data from the headset to fill in the gaps left by inconsistent or under-performing systems or applications by ‘warping’ (producing synthetic) frames to match. Even then, these techniques can only do so much. Below is an illustration of a ‘Warp Miss’, when neither the application or runtime could provide an up to date frame to the VR headset.

fcat-2-vr-pipeline-warp-misses-1It’s a safety net, but one which has been incredibly important in reducing sensations of nausea caused by the visual disconnect experienced when frames are dropped, with stutter and jerkiness of the image. Oculus in particular are now so confident in their arsenal of reprojection techniques, they lowered their minimum PC’s specifications upon the launch of their proprietary Asynchronous Spacewarp technique. None of these techniques should be (and indeed aren’t designed to be) a silver bullet for poor hardware performance. When all’s said and done though, there’s no substitution for a solid frame rate which matches the VR headset’s display.

Either way, these are techniques implemented at a low level and are largely transparent to any application which is sat at the head of the rendering chain. Therefore, metrics gathered from the driver which measure when performance is dipping and when these optimisations are employed are vital to understand how well a system is running. This is where FCAT VR comes in. Nvidia summarises the new tool’s capabilities as below (although there is a lot more under the hood we can’t go into here):

Frame Time — Since FCAT VR provides detailed timing, it’s possible to measure the time it takes to render each frame. The lower the frame time, the more likely it is that the app will maintain a frame rate of 90 frames per second needed for a quality VR experience. Measurement of frame time also allows an understanding of the PC’s performance headroom above the 90 fps VSync cap employed by VR headsets.

Dropped Frames — Whenever the frame rendered by the VR game arrives too late for the headset to display, a frame drop occurs. It causes the game to stutter and increases the perceived latency which can result in discomfort.

Warp Misses — A warp miss occurs whenever the runtime fails to produce a new frame (or a re-projected frame) in the current refresh interval. The user experiences this miss as a significant stutter.

Synthesized Frames — Asynchronous Spacewarp (ASW) is a process that applies animation detection from previously rendered frames to synthesize a new, predicted frame. If FCAT VR detects a lot of ASW frames, we know a system is struggling to keep up with the demands of the game. A synthesized frame is better than a dropped frame, but isn’t as good as a rendered frame.

What Does This All Mean?

In short, and for the first time, enthusiasts will have the ability not only to gauge high level performance of their VR system, but crucially the ability to dive down into metrics specific to each technology. We can now analyse how active and how effective each platform’s reprojection techniques are across different applications and hardware configurations. For example, how effective is Oculus’ proprietary Asynchronous Time Warp when compared with Open VR’s asynchronous reprojection? It can also provide system enthusiasts alike vital information to pinpoint where issues may lie, or perhaps a developer key pointers on where their application could use some performance nips and tucks.

All that said, we’re still playing with the latest FCAT VR package to fully gauge the scope of information it provides and how successfully its present (or indeed how useful the information is). Nevertheless, there’s no doubt that FCAT‘s latest incarnation delivers the most comprehensive suite of tools to measure VR performance we’ve yet seen, and goes a long way to finally demystifying what is going on deeper in the rendering pipeline. We look forward to digging in a little deeper with FCAT VR and we’ll report back around the tool’s planned release in mid March.

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Hardlight VR $499 Haptic Suit Kickstarter Passes $80k Target

Hardlight VR is a new haptic suit from Nullspace VR that launched its Kickstarter last week. It’s already set to pass its original goal and the team have announced the project’s first stretch goal.

We wrote recently about Nullspace VR’s haptic suit project Hardlight VR and the team’s intent to bring the product to Kickstarter. Well, the company launched their campaign last week and it looks as if Hardlight VR will hit the original $80,000 target in under a week.

Hardlight VR is an upper-body vest containing 16 haptic pads that deliver impact feedback to your chest, back, arms and shoulders. The pads can be triggered by any software integrated with NullSpace VR’s APIs with relative rotational information for your body provided by integrated IMUs.

The company (as we mentioned in our last piece) have persuaded a number of VR developers, including recent Indie favourite Sairento VR, to add Hardlight Suit support. Joining that are 14 other games, including the likes of futuristic racer Redout and room-scale archery favourite Holopoint. The latest announcement for the project is the first stretch

hardlight-vr-kick-games

Early bird Hardlight VR units are already gone, but interested backers can still get their hands on a suit from $499. Note that Hardlight VR is currently tethered, with a USB cable attaching the suite to the PC providing both power and the input / output feed. The team claim that a wireless add-on is on the roadmap, should they reach the stretch goal.

However, if you can live with those, the team certainly have a large enough selection of software for you to sample on delivery. And, with the campaign’s goal met in under a week, it’ll be interesting to see how much more interest the project garners and how much more can be raised in the

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Valve to Sell Base Stations Directly, Lower Barrier to SteamVR Tracking Development

Valve today announced plans to begin selling SteamVR Tracking base stations directly later this year; the first units on offer are expected to be the new single-rotor models the company recently teased. Valve is also making it easier to develop new tracked products and accessories with SteamVR Tracking by removing the requirement of a $3,000 introductory course.

When Valve opened up their SteamVR Tracking (aka ‘Lighthouse’) technology in 2016, the company did so in a quite open way: anyone could use the tracking tech in their own products, royalty free, and didn’t need any sort of certification or approval from Valve to launch those products. There was just one catch though: people hoping to use SteamVR Tracking in their devices would need to attend a $3,000 introductory course in Seattle.

The SteamVR Tracking base stations that ship with the HTC Vive

Today, Valve says the course will no longer be a requirement (though it will still be available). Anyone who wants to develop new products using SteamVR Tracking can do so as easily as buying the necessary hardware components and downloading the development software.

“After working with numerous third parties and updating the tools, Valve is opening more direct access to the technology and course work, available free of charge in English and Chinese. The full, in person training courses are still available for those interested,” the company wrote in a statement issued to Road to VR.

Valve also announced plans to sell the SteamVR Tracking base stations—the little beacons that project lasers to created a trackable volume—directly later this year. That’s a shift from the status quo, where the base stations come packaged with HTC’s Vive headset, or are bought as a standalone accessory from HTC.

Valve pioneered the tracking tech and this new move seems to indicate that the company plans to continue to be the driving force behind its advancement and adoption. Going forward we may find that HTC primarily drives the development of the Vive headset while Valve—who worked closely with HTC on Vive—retains control of the underlying tracking technology.

present-and-future-base-station
Upgrades to the SteamVR Tracking base stations will simplify the internal components

New SteamVR Tracking base stations were teased by Valve in late 2016 and the company confirmed previously that they would become available in 2017. The new models will move from a dual-rotor to a single-rotor design, which could bring “rapid cost reductions,” according to those involved with Valve’s tracking technology. Currently the standalone base stations sold by HTC cost $130.

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Valve says that more than 500 companies have signed up to develop with SteamVR Tracking technology. Oculus meanwhile had confirmed in 2015 plans to open up their own ‘Constellation’ tracking system to third-parties, but hasn’t broached the topic in recent years.

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Valve’s Gabe Newell Expects PC VR Headsets in 2018 to Be Wireless

Valve chief Gabe Newell is optimistic about the future of VR, considering the studio is in development of three VR titles—not mini-games or experiences, but “full” VR games—but what about the future of VR hardware?

During a recent press briefing reported by Gamasutra, Newell maintains he’s confident that PC-powered room-scale VR will no longer be defined by a single ‘VR capable’ room but rather progress to “house-scale” VR in the near future.

Valve's Gabe Newell | Photo courtesy Kotaku
Valve’s Gabe Newell | Photo courtesy Kotaku

Valve’s laser-based Lighthouse tracking system is by design a scalable solution, with Valve hardware designer Alan Yates stating “you can in principle concatenate tracking volumes without limit like cell towers.” But for that to work, you’d need a wireless VR system to take advantage of the multi-room-scale space, a hardware issue Newell says is actually already a “solved problem.”

“My expectation is that [wireless] will be an add-on in 2017, and then it will be an integrated feature in 2018,” said Newell, as reported by Gamasutra.

wireless-htc-vive-accessory-tpcast
wireless, room-scale VR made possible with TPCAST

Newell’s “solved problem” might be in reference to KwikVR or TPCAST, two light-weight aftermarket devices that both use a wireless compression and transmission system that effectively let you cut the cord while in VR.

Saying PC VR headsets could come stock with wireless transmitters in 2018 may initially seem trivial coming from any old software company, but Valve has been intimately involved in researching VR hardware and prototyping room-scale headsets since at least 2012 with its QR code-laden VR room. Valve later  revealed in 2014 they were collaborating with Oculus “to drive PC VR forward,” consequently the same year that Oculus was acquired by Facebook for $2 billion and attracted key Valve talent such as Michael Abrash and Atman Binstock, both of whom were already working on Valve’s nascent VR hardware. The subsequent falling out would set the stage for Valve’s first SteamVR-capable headset, the HTC Vive.

Valve’s ongoing hardware projects, made public at last year’s Steam Dev Days, delve deeper into controllers, with their ‘hand presence’-inducing grip prototype, and a new single-rotor Lighthouse basestation coming later this year. Just what wireless PC VR tech they have up their sleeves, (or what sort of “house-scale” VR games you could play), we just can’t say, but we’d love to crack a drawer or two at their Bellevue, WA headquarters to find out.

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‘rEvolve’ Vive Flip-Up Head-Mount is Nearing Six Times its Kickstarter Goal

The third-party head-mount for the HTC Vive from SynergyWiz quickly reached its crowdfunding goal on Kickstarter, and is now approaching 6x the required amount. The rEvolve is designed to improve comfort and adds a visor-flip function.

We recently reported that the promising rEvolve head-mount for the HTC Vive had quickly reached its $5000 goal on Kickstarter. With a week of the campaign still remaining, that figure is almost at $30000 of crowdfunding. There is understandable interest in this type of product, as the standard Vive strap system is one of the weaker features of the headset compared to its competition.

HTC felt the need to design their own ‘Deluxe Audio Strap’ (coming soon) that improves comfort as well as providing built-in headphones – more closely matching the Oculus Rift head-mount design. SynergyWiz decided to take the halo-style approach that shares more similarities with Sony’s PlayStation VR head-mount solution, which moves the weight to the top of the forehead and off the cheeks.

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The hinge that allows the wearer to flip up the front visor without having to remove the headset entirely seems very convenient, although there are some concerns about increased light bleed around the edges as seen with the PSVR. However, one could argue that light bleed simply means the visor isn’t squeezing your face, and therefore an acceptable trade-off. In any case, we’re glad to see the Vive will soon have more than one alternative head-mount option to choose from.

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Oculus Touch Insides Revealed in Detailed Teardown

iFixit continue their relentless quest to pull apart every electronic gadget they can get their hands on, including a detailed teardown of the Oculus Touch controllers (which slipped by us on the run up to the Winter holiday season).

The Oculus Touch motion controllers took longer to reach the market than many would have liked, but the final product was very well received. As an ergonomics exercise, Touch comfortably surpassed HTC’s Vive controllers, being more naturally sculpted (with opposing shapes for the left and right hand), and with better weight distribution, allowing them to rest in the palms with only a loose grip. And being far more compact too, it is also an impressive design exercise, so it’s interesting to see the units disassembled and find where (and how) all the components have been stuffed inside.

oculus touch teardown (5)
Photo courtesy iFixit (BY-NC-SA)

Oculus doesn’t expect the end user to fiddle with the Touch internals, so it’s no surprise that there are a bunch of hidden screws and layers of glue obstructing the teardown process. Once inside, the complex packaging job is revealed, with its densely layered circuit boards barely wasting any space.

oculus touch teardown (3)
Photo courtesy iFixit (BY-NC-SA)

The ‘spinal cord’ of the LED array is a neat design, containing 22 of the 24 IR LEDs that are concealed behind the surface of the controller’s tracking ring, much like the hidden LEDs in the Rift headset. iFixit points out that 24 is also the number of sensors embedded in each Vive controller; probably a coincidence, considering the two systems take very different approaches to tracking.

oculus touch teardown (2)
Photo courtesy iFixit (BY-NC-SA)

The main board is crammed full of components, including some familiar Bluetooth and motion processing chips. It also features two springs that sit below the face buttons, which are part of the capacitive sensing circuit. The linear oscillator is mounted low down in the grip, near the battery, as it would deliver the most effective vibration there, while also helping to achieve the Touch’s excellent weight distribution.

For all the details, including plenty more detailed images of the hardware and components inside, visit the full teardown at iFixit.

If you liked this, you might also enjoy the Rift teardown, PSVR teardown, and HDK2 teardown.

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EXOS Haptic VR Exoskeleton Glove Aims to Deliver Practical Touch Feedback

EXOS is a new haptic enabled VR glove which uses force feedback to deliver the sensation of physicality when inside immersive applications.

Tokyo based developer Exiii are working on a new VR glove which delivers so-called “reactive force” in response to your actions inside virtual reality – the practical upshot of which is that you’re able to ‘feel’ virtual objects.

Some of you may recall our coverage of Dexta Robotic’s Dexmo’s haptic feedback solution a little while back and, although perhaps not quite as ambitious, EXOS does look like an interesting approach to the problem of force touch.

Unlike Dexmo however, the EXOS adopts a more simplistic, less granular approach to the problem. Whereas Dexmo provides incremental resistance and finger extension tracking for all four digits and thumbs (per glove), EXOS offers individual thumb and then collective 4 finger movement and force feedback. And whilst this might seem like a regressive step when compared to its other exoskeleton stablemate, it might turn out to be a smart design choice. By reducing complexity and sacrificing fidelity, EXOS’ design may prove more robust, with less moving parts in play and a simpler set of programmatic requirements. This is pure speculation at this stage of course, we’ve not had our hands on the device yet.

EXOS-VR-glove-1 (2) EXOS-VR-glove-1 (1) EXOS-VR-glove-1 (1)

More detailed information on the device is scant at this stage, although the developer’s video above does indicate that the devices are at present wired and don’t currently have an integrated tracking solution (check the retrofitted Vive controllers). Demonstrations of how the glove deals with hard and soft surfaces are given, but with no detail as to how much force or to what granularity it can be applied, it’s difficult to know how effective the device is.

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Nevertheless, this sort of 2nd or 3rd generation VR-related technology keeps us excited for the future and reminds us that, although VR may be available and in people’s homes, there are a vast array of opportunities and problems still yet to be solved.

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Former President Of ‘Grand Theft Auto’ Dev Has A New VR Company

Former President Of ‘Grand Theft Auto’ Dev Has A New VR Company

It’s great to hear that any developer is getting into VR, but when the former President of Grand Theft Auto creator Rockstar North gets involved with the tech, we really pay attention.

Leslie Benzies, producer on the influential gaming series, started up several new companies, and at least one of them is jumping into the VR game. As spotted by The Scotsman, Benzies is named as the co-Company Director on a 2016-filed Certificate of Incorporation document for VR-Chitect Limited. The role is shared by Christopher Poziemski, former Assistant Director at financial planning firm Brewin Dolphin.

Based in Edinburgh, Scotland, where GTA games themselves are made, the company appears to be making not VR content but instead its own headset. A listing at the Intellectual Property Office notes the company is working on a “Virtual reality system and method”. The US Patent and Trademark Office also reportedly has a listing for a system that “enables virtual reality viewing” from the company, though we were unable to locate it ourselves.

If true, it suggests the company could be making its own VR hardware. We have no idea what to expect from the scale of these headsets; they could be anything from new Google Cardboard-like kits all the way up to new SteamVR-supported devices, or anywhere in between.

The developer also has several other new companies, including Royal Circus Games Limited, Starship Group and Everywhere Game Limited. One of them appears to be working on a videogame named Time For A New World, which would be a nice label for a VR project, though there’s no indication that it is one.

Benzies oversaw production of practically every GTA game since 2001’s iconic Grand Theft Auto III, including DLC content and spin-off games. He also worked on other Rockstar-published titles like Red Dead Redemption and L.A. Noire. He’s currently wrapped up in a legal battle with his former studio after leaving at the start of last year. The developer is suing Rockstar and owner Take-Two for $150 million, claiming he hasn’t been paid royalties for his time working at the studio.

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