VR Direct to be discussed at GDC on Wednesday
[url]http://schedule.gdconf.com/session/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-presented-by-nvidia[/url] Nathan Reed | Developer Technology Engineer, NVIDIA Location: Room 3001, West Hall Date: Wednesday, March 4 Time: 2:00pm - 3:00pm Format: Sponsored Session Virtual reality is the next frontier of gaming, and NVIDIA is leading the way by introducing VR Direct, a set of hardware and software technologies designed to cut down graphics latency and accelerate stereo rendering performance. In this talk, we'll show how developers can use NVIDIA GPUs and VR Direct to improve the gaming experience on the Oculus Rift and other VR headsets.
http://schedule.gdconf.com/session/vr-direct-how-nvidia-technology-is-improving-the-vr-experience-presented-by-nvidia

Nathan Reed | Developer Technology Engineer, NVIDIA
Location: Room 3001, West Hall
Date: Wednesday, March 4
Time: 2:00pm - 3:00pm
Format: Sponsored Session
Virtual reality is the next frontier of gaming, and NVIDIA is leading the way by introducing VR Direct, a set of hardware and software technologies designed to cut down graphics latency and accelerate stereo rendering performance. In this talk, we'll show how developers can use NVIDIA GPUs and VR Direct to improve the gaming experience on the Oculus Rift and other VR headsets.

#1
Posted 02/01/2015 09:36 PM   
I'd rather listen to a discussion in which they talk about how they will FINISH the 3D Vision implementation and 3D Surround... VR is cool on PAPER..but only on paper... I'd rather have perfect 3D Vision support rather than new VR stuff... The talk will be 100000% sure, a marketing talk...
I'd rather listen to a discussion in which they talk about how they will FINISH the 3D Vision implementation and 3D Surround...

VR is cool on PAPER..but only on paper... I'd rather have perfect 3D Vision support rather than new VR stuff...
The talk will be 100000% sure, a marketing talk...

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etc


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#2
Posted 02/02/2015 02:09 AM   
@pittsburghjoe: Thanks for the link. First added info since announcement. Yep, always hard to tell with NVidia. It's an interesting push for them. Here's a thread talking about DK2 experiences with VR Direct beta in 347.09: [url]https://forums.oculus.com/viewtopic.php?f=26&t=18353[/url] I'd be curious if anybody here who has a DK2 has tried this and gotten anything working. They describe it as basically 3D Vision working in the Rift as targeted 3D display, so sort of like 3D TV Play. No headtracking, and a virtual screen. I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)
@pittsburghjoe: Thanks for the link. First added info since announcement.


Yep, always hard to tell with NVidia. It's an interesting push for them.

Here's a thread talking about DK2 experiences with VR Direct beta in 347.09:

https://forums.oculus.com/viewtopic.php?f=26&t=18353


I'd be curious if anybody here who has a DK2 has tried this and gotten anything working. They describe it as basically 3D Vision working in the Rift as targeted 3D display, so sort of like 3D TV Play.

No headtracking, and a virtual screen.

I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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#3
Posted 02/02/2015 03:38 AM   
VR direct has two meanings... Hardware/software- Latency mitigation 3d vision support. IMO... The latency mitigation is pretty awesome if not REQUIRED for rift users[nauseous] and it seems like the focus of VR direct. The "3d vision" support is "cool" just not practical. Its a floating screen in the middle of your vr display [like a projector]. What does that really mean? LOTS of wasted pixels [like half]. "IF" the Rift had a 4K display... it might look around 1080P. HOPEFULLY. This is just there initial plan and they will implement a Vorpx/Tridef method cause I really don't see people using this. Dont get me wrong... Its cool that they did it. I have very low expectations of NVIDIA and them doing it at all is pretty cool. I just don't see it as something many will be excited about.
VR direct has two meanings...
Hardware/software- Latency mitigation
3d vision support.

IMO...
The latency mitigation is pretty awesome if not REQUIRED for rift users[nauseous] and it seems like the focus of VR direct.
The "3d vision" support is "cool" just not practical. Its a floating screen in the middle of your vr display [like a projector].
What does that really mean? LOTS of wasted pixels [like half].
"IF" the Rift had a 4K display... it might look around 1080P.

HOPEFULLY. This is just there initial plan and they will implement a Vorpx/Tridef method cause I really don't see people using this.
Dont get me wrong... Its cool that they did it. I have very low expectations of NVIDIA and them doing it at all is pretty cool. I just don't see it as something many will be excited about.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#4
Posted 02/02/2015 07:58 AM   
GDC should be interesting. Also a big discussion (hosted by Valve) about the new OpenGl (Valve, Epic, Dice, Unity, etc). Although that probably doesn't thrill the 3D Vision only gamers, as a PC gamer and VR supporter, I'm all on board with this succeeding and cutting ties with MS. [quote="bo3b"]@pittsburghjoe: Thanks for the link. First added info since announcement. Yep, always hard to tell with NVidia. It's an interesting push for them. Here's a thread talking about DK2 experiences with VR Direct beta in 347.09: [url]https://forums.oculus.com/viewtopic.php?f=26&t=18353[/url] I'd be curious if anybody here who has a DK2 has tried this and gotten anything working. They describe it as basically 3D Vision working in the Rift as targeted 3D display, so sort of like 3D TV Play. No headtracking, and a virtual screen. I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)[/quote] That was just a terrible driver all around. Most people immediately rolled back, because outside of that little calibration screen, it caused the Rift to double vision the display. It seems they just left in some incomplete testing code. So the driver not only stunk for 3D vision, but also for Oculus Rift.
GDC should be interesting. Also a big discussion (hosted by Valve) about the new OpenGl (Valve, Epic, Dice, Unity, etc). Although that probably doesn't thrill the 3D Vision only gamers, as a PC gamer and VR supporter, I'm all on board with this succeeding and cutting ties with MS.


bo3b said:@pittsburghjoe: Thanks for the link. First added info since announcement.


Yep, always hard to tell with NVidia. It's an interesting push for them.

Here's a thread talking about DK2 experiences with VR Direct beta in 347.09:

https://forums.oculus.com/viewtopic.php?f=26&t=18353

I'd be curious if anybody here who has a DK2 has tried this and gotten anything working. They describe it as basically 3D Vision working in the Rift as targeted 3D display, so sort of like 3D TV Play.

No headtracking, and a virtual screen.

I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)


That was just a terrible driver all around. Most people immediately rolled back, because outside of that little calibration screen, it caused the Rift to double vision the display. It seems they just left in some incomplete testing code. So the driver not only stunk for 3D vision, but also for Oculus Rift.

#5
Posted 02/02/2015 02:55 PM   
Does VR = Better 3D Vision Support? I thought the two technologies are different and not compatible.
Does VR = Better 3D Vision Support?
I thought the two technologies are different and not compatible.

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#6
Posted 02/02/2015 03:27 PM   
Well, part of that VR support is a mode that allows 3D Vision games to be converted to VR. It's going to be pretty hard to sell this feature if the 3D Vision part is abandonware. Of course, I guess that's where 3D compatability mode could fill in (SUPER EXCITED MODE). Sarcasm BTW.
Well, part of that VR support is a mode that allows 3D Vision games to be converted to VR. It's going to be pretty hard to sell this feature if the 3D Vision part is abandonware. Of course, I guess that's where 3D compatability mode could fill in (SUPER EXCITED MODE). Sarcasm BTW.

#7
Posted 02/02/2015 03:42 PM   
There's no direct connection between VR coding and 3D Vision, at least until we see what VR Direct is all about. Certainly Oculus Direct Mode is fundamentally different and coding there won't translate across. Having noted that, there is some crossover from the standpoint that for VR the Devs actually have to pay attention to 3D for the first time, for real. 2D in VR is a non-starter, so they have to fix their shaders and use effects that work in 3D. That attention to 3D coding will likely help 3D Vision as well, because it could lead to fewer broken shaders, and less emphasis on shiny post-process effects that don't work in 3D. Maybe. The games I've seen so far that have Oculus support are a strange mix where they paid a little bit of attention, but did not actually fix their effects, they just disabled them. We can also hope that the attention to VR make CM a lot less prominent, because CM in VR will be seriously stupid and annoying. That's not been true for VorpX, but that's a retrofit idea. No idea how popular VorpX has become. For AAA game experiences in VR, CM and broken effects aren't going to fly once we get out of the honeymoon phase with VR.
There's no direct connection between VR coding and 3D Vision, at least until we see what VR Direct is all about. Certainly Oculus Direct Mode is fundamentally different and coding there won't translate across.

Having noted that, there is some crossover from the standpoint that for VR the Devs actually have to pay attention to 3D for the first time, for real. 2D in VR is a non-starter, so they have to fix their shaders and use effects that work in 3D. That attention to 3D coding will likely help 3D Vision as well, because it could lead to fewer broken shaders, and less emphasis on shiny post-process effects that don't work in 3D.

Maybe.

The games I've seen so far that have Oculus support are a strange mix where they paid a little bit of attention, but did not actually fix their effects, they just disabled them.

We can also hope that the attention to VR make CM a lot less prominent, because CM in VR will be seriously stupid and annoying. That's not been true for VorpX, but that's a retrofit idea. No idea how popular VorpX has become. For AAA game experiences in VR, CM and broken effects aren't going to fly once we get out of the honeymoon phase with VR.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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#8
Posted 02/02/2015 05:43 PM   
I don't think more than a tiny minority use VorpX. From what I can tell, the support is iffy at best. And the games, IMO, are mostly games that have serious locomotion issues in VR. I know there's a hardcore segment that'll put up with anything, but I think most are like me and want nothing to do with FPS games (unless they've been built with VR in mind and therefore have movement/combat balance that's been built around the needs of VR).
I don't think more than a tiny minority use VorpX. From what I can tell, the support is iffy at best. And the games, IMO, are mostly games that have serious locomotion issues in VR. I know there's a hardcore segment that'll put up with anything, but I think most are like me and want nothing to do with FPS games (unless they've been built with VR in mind and therefore have movement/combat balance that's been built around the needs of VR).

#9
Posted 02/02/2015 06:31 PM   
[quote="bo3b"] I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)[/quote] It actually works without much fidgeting, but it only plays the games in 2D. I don't know if there's plans to change that, it's just a method for getting a game running in DK2 as if it's a normal display. The 3D involved in the 3D Vision setup does work, oddly enough, including the slide show. Edit - Also, sounds like AMD is making better strides with VR support than NVIDIA (note the replies are by someone from Oculus'es team) [url]http://www.reddit.com/r/oculus/comments/2stxxt/amd_to_share_lowlatency_vr_gpu_rendering_tricks/[/url]
bo3b said:
I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)


It actually works without much fidgeting, but it only plays the games in 2D. I don't know if there's plans to change that, it's just a method for getting a game running in DK2 as if it's a normal display.

The 3D involved in the 3D Vision setup does work, oddly enough, including the slide show.

Edit - Also, sounds like AMD is making better strides with VR support than NVIDIA
(note the replies are by someone from Oculus'es team)
http://www.reddit.com/r/oculus/comments/2stxxt/amd_to_share_lowlatency_vr_gpu_rendering_tricks/

#10
Posted 02/02/2015 08:20 PM   
Bloody over at 3D Vision Blog posted about a new open platform for Virtual Reality gaming that had been announced – the Open-Source Virtual Reality (OSVR), http://3dvision-blog.com/9342-open-source-virtual-reality-osvr-initiative/ http://osvr.com/# https://www.youtube.com/watch?v=dxeQVBwyh8Y
Bloody over at 3D Vision Blog posted about a new open platform for Virtual Reality gaming that had been announced – the Open-Source Virtual Reality (OSVR),

http://3dvision-blog.com/9342-open-source-virtual-reality-osvr-initiative/

http://osvr.com/#

#11
Posted 02/03/2015 12:41 AM   
[quote="Drayth"][quote="bo3b"] I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)[/quote] It actually works without much fidgeting, but it only plays the games in 2D. I don't know if there's plans to change that, it's just a method for getting a game running in DK2 as if it's a normal display. The 3D involved in the 3D Vision setup does work, oddly enough, including the slide show. Edit - Also, sounds like AMD is making better strides with VR support than NVIDIA (note the replies are by someone from Oculus'es team) [url]http://www.reddit.com/r/oculus/comments/2stxxt/amd_to_share_lowlatency_vr_gpu_rendering_tricks/[/url][/quote] Some pretty interesting comments there. Can't say I'm surprised about the Nvidia comments. The reality is this: Nvidia announced their plans a couple days before Oculus had their big VR conference. Many thought it was going to be a huge talking point at Oculus Connect. Carmack, who's as straight a shooter as the industry has, was flat out clueless. And multiple high profile members were extremely skeptical of how much (if any) of it was actually going to work. It sounded like Nvidia just capitalized on the VR buzz to build some hype around their upcoming cards. If AMD is smart, they will be all in on this. They pretty much cut themselves off on the stereo 3D front (if you were serious).
Drayth said:
bo3b said:
I'm curious if it works though, and whether any of the HelixMod fixes work to fix the 3D, since it most likely is 3D Vision at the root. (I've got a DK2, no time to fiddle with at moment. And you KNOW it's going to be fiddly.)


It actually works without much fidgeting, but it only plays the games in 2D. I don't know if there's plans to change that, it's just a method for getting a game running in DK2 as if it's a normal display.

The 3D involved in the 3D Vision setup does work, oddly enough, including the slide show.

Edit - Also, sounds like AMD is making better strides with VR support than NVIDIA
(note the replies are by someone from Oculus'es team)
http://www.reddit.com/r/oculus/comments/2stxxt/amd_to_share_lowlatency_vr_gpu_rendering_tricks/


Some pretty interesting comments there.

Can't say I'm surprised about the Nvidia comments. The reality is this: Nvidia announced their plans a couple days before Oculus had their big VR conference. Many thought it was going to be a huge talking point at Oculus Connect.

Carmack, who's as straight a shooter as the industry has, was flat out clueless. And multiple high profile members were extremely skeptical of how much (if any) of it was actually going to work. It sounded like Nvidia just capitalized on the VR buzz to build some hype around their upcoming cards.

If AMD is smart, they will be all in on this. They pretty much cut themselves off on the stereo 3D front (if you were serious).

#12
Posted 02/03/2015 10:22 PM   
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