VR


Qualcomm’s New SDK Enables Development of VR Apps on Snapdragon 820

Qualcomm’s New SDK Enables Development of VR Apps on Snapdragon 820

Qualcomm on Monday introduced its first virtual reality software development kit, designed for its Snapdragon 820 mobile SoC. The new tools will enable software makers to create programs that take advantage of Snapdragon 820’s graphics processing capabilities (i.e. Adreno) as well as built-in sensors. Qualcomm confirmed that in addition to smartphones and other mobile devices, the Snapdragon 820 will also be used inside VR headsets.

The Samsung Gear VR platform, as well as Google’s Cardboard, have demonstrated that smartphones based on contemporary high-end mobile SoCs can be used to enable virtual reality headsets. While graphics processing performance of mobile SoCs lags behind modern desktop graphics by AMD or NVIDIA, they integrate numerous sensors and technologies which can crucial for virtual reality equipment. In fact, positive virtual reality experience requires not only high-quality visuals and surround sound but also the complete immersion of the user and a sense of physical presence. As a result, precise sensors to track user’s movements and minimal latency are very important. But to fully utilize capabilities of modern mobile SoCs, software developers need a right set of tools tailored for VR software. Also, given the secrecy around the internal GPU Adreno graphics solution and its microarchitecture, any set of tools that can assist with graphics/DSP manipulation are a good thing to have.

Qualcomm’s Snapdragon VR SDK, which will be available in the second quarter, supports a number of technologies that simplify development of virtual reality applications, such as games, 360° VR videos and a variety of interactive education and entertainment apps.

The Snapdragon VR SDK supports DSP sensor fusion, which allows developers to access high-frequency inertial data from gyroscopes and accelerometers via the Snapdragon Sensor Core. The software development kit also allows developers to use the Qualcomm Hexagon DSP for predictive head position processing.

Usage of the Snapdragon VR SDK reduces latency by up to 50% by using asynchronous time warp with single buffer rendering for a rapid transformation of rendered images in 3D space. Qualcomm says that its Snapdragon 820 SoC features 18 ms motion to photon latency thanks to various enhancements.

The Snapdragon VR SDK also brings support for stereoscopic rendering with lens correction, color correction and barrel distortion, something that should improve the visual quality of graphics and videos. According to Qualcomm, the Snapdragon 820 can render stereoscopic images in 3200×1800 resolution at 90 fps. In addition, the software development kit can help to generate menus that are readable in VR worlds thanks to UI layering.

Finally, the Snapdragon VR SDK gives developers access to CPU, GPU, and DSP power and performance management in a bid to help them guarantee high and stable frame rates (90 fps) in low-power devices. Precise power management is also required to build sleek and lightweight VR headsets.

While the launch of a special Snapdragon VR SDK is a significant step for Qualcomm in the field of virtual reality, what is really important is Qualcomm’s commitment to VR in general. The company claims that it developed the Snapdragon 820 with virtual reality in mind and it will continue to implement VR-specific technologies into its upcoming Adreno graphics cores, CPU cores as well as Hexagon DSPs. Keeping in mind that VR headsets will only get more complex in the coming years, all the technologies that Qualcomm manages to incorporate into its SoCs will be instrumental in improving the quality of VR content.

For ecosystem enablement, Qualcomm will initially bring developers this VR SDK, and then also app development tools, device optimization tools, development platforms, and so on. In particular, Qualcomm claims that VR headsets based on the Snapdragon 820 are incoming, which will allow end-users to experience VR apps and content, whereas developers will be able to test their programs on commercial hardware.

VRScore: Crytek and Basemark Announce New Benchmark Release

VRScore: Crytek and Basemark Announce New Benchmark Release

Virtual Reality has definitely been playing the slow and steady race for a while now. Thankfully, with the approach of consumer VR headsets going on sale, more of us will be able to see the fruits of years of hard work. One very important aspect of any new consumer product is measuring its capability, and consequently the value. In the case of VR there are many pieces to the chain that can make or break the experience, so as a result Basemark and Crytek have taken that opportunity and teamed up to bring us VRScore, a new VR benchmark, which is being announced and made available to corporate customers today and to consumers later this year.

Basemark and Crytek are collaborating with the goal to create a benchmark that shows how ready consumers are for VR, and the potential that VR could achieve. On one side we have Basemark, who brings their benchmarking pedigree, and on the other side is Crytek who have been a reference point in the world of game engines for over a decade. Last year they began work together on the VRScore benchmark, with the goal being to produce a real world VR benchmark based on a game engine currently in use for production of AAA titles. After being in development for a few months, Basemark and Crytek are ready to announce today that their VRScore benchmark will be available immediately for corporate customers. Consumers will be able to get their hands on the benchmark this June in both a limited free version and a fully functional Pro Version.

With just over 3.5 years between us and the Kickstarter campaign for the Oculus Rift, we are finally on the cusp of enthusiast grade consumer VR coming to market. As has long been established, VR requires a high-resolution display running at a high refresh rate with low input latency. The VR chain can experience latency from the point the user gives input to the application processing that input, then from the application to output the data to the screen. In the mix is also the audio configuration, which by default needs to be positional and reactive. In the case of VR it just so happens that all of this is rolled into one package that isolates you from the outside world, so naturally any weak links in the chain quickly lead to a poor experience. For that reason, VR can require a particular care when preparing a system that will run a VR experience. In both the case of the HTC Vive and the Oculus Rift, the minimum requirements come out to what in today’s market is likely to be around an $800 custom build or more. More than a third of which will have to go into the GPU, which both systems have recommended a NVIDIA GTX 970, AMD R9 290, or better.

The VRScore benchmark supports all major VR headsets. Including the HTC Vive, the Oculus Rift and OSVR. By being built on CryEngine 3, there is support for DirectX 11 and DirectX 12. Along with that, VRScore provides tests for measuring a plethora of metrics that are important for the VR experience: the latency factor, measuring the impact of the HMD and VR audio on the systems performance and also an analysis of the video experience. When these tests are completed then performance numbers for the HMD, GPU, and CPU are given. With these scores, an online database will be provided to see how a given machine compares with friends and others interested in VR.


Yes, that’s a 3.5mm plug

After years of us all watching the industry work away at the challenges of a growing platform, we finally are approaching products we can buy off the shelves. Basemark and Crytek have been working to provide us with a benchmark to measure the readiness of our computers for the rigors of VR. While VR will be a very demanding endeavor for quite a long time, VRScore is an available option to measure the readiness of an existing or future system for VR gaming. We are also currently working with a few companies to provide other angles for VR metrics as well. VR has the stage set for a lot of growth in the future, but nothing can be controlled without first being measured. VRScore and other utilities like it will be necessary to find the value in VR systems this year and in years to come.

Related Reading

AMD Announces Radeon Pro Duo: Dual GPU Fiji Video Card For VR Content Creation
EVGA Begins Selling “VR Edition” GeForce GTX Video Cards for VR Gaming Rigs

HTC Vive Will Be Launching In April Priced At $799
Stepping Into the Display: Experiencing HTC Vive
Testing the HTC (Re) Vive with Steam VR

Oculus VR Reveals Retail Price of Its Virtual Reality Headset: $599
Oculus Rift Controllers, VR Games, And Software Features Announced
Oculus VR Posts Recommended System Specs For Rift – Outlines Platform Goals
Oculus Demos Crescent Bay and VR Audio

VRScore: Crytek and Basemark Announce New Benchmark Release

VRScore: Crytek and Basemark Announce New Benchmark Release

Virtual Reality has definitely been playing the slow and steady race for a while now. Thankfully, with the approach of consumer VR headsets going on sale, more of us will be able to see the fruits of years of hard work. One very important aspect of any new consumer product is measuring its capability, and consequently the value. In the case of VR there are many pieces to the chain that can make or break the experience, so as a result Basemark and Crytek have taken that opportunity and teamed up to bring us VRScore, a new VR benchmark, which is being announced and made available to corporate customers today and to consumers later this year.

Basemark and Crytek are collaborating with the goal to create a benchmark that shows how ready consumers are for VR, and the potential that VR could achieve. On one side we have Basemark, who brings their benchmarking pedigree, and on the other side is Crytek who have been a reference point in the world of game engines for over a decade. Last year they began work together on the VRScore benchmark, with the goal being to produce a real world VR benchmark based on a game engine currently in use for production of AAA titles. After being in development for a few months, Basemark and Crytek are ready to announce today that their VRScore benchmark will be available immediately for corporate customers. Consumers will be able to get their hands on the benchmark this June in both a limited free version and a fully functional Pro Version.

With just over 3.5 years between us and the Kickstarter campaign for the Oculus Rift, we are finally on the cusp of enthusiast grade consumer VR coming to market. As has long been established, VR requires a high-resolution display running at a high refresh rate with low input latency. The VR chain can experience latency from the point the user gives input to the application processing that input, then from the application to output the data to the screen. In the mix is also the audio configuration, which by default needs to be positional and reactive. In the case of VR it just so happens that all of this is rolled into one package that isolates you from the outside world, so naturally any weak links in the chain quickly lead to a poor experience. For that reason, VR can require a particular care when preparing a system that will run a VR experience. In both the case of the HTC Vive and the Oculus Rift, the minimum requirements come out to what in today’s market is likely to be around an $800 custom build or more. More than a third of which will have to go into the GPU, which both systems have recommended a NVIDIA GTX 970, AMD R9 290, or better.

The VRScore benchmark supports all major VR headsets. Including the HTC Vive, the Oculus Rift and OSVR. By being built on CryEngine 3, there is support for DirectX 11 and DirectX 12. Along with that, VRScore provides tests for measuring a plethora of metrics that are important for the VR experience: the latency factor, measuring the impact of the HMD and VR audio on the systems performance and also an analysis of the video experience. When these tests are completed then performance numbers for the HMD, GPU, and CPU are given. With these scores, an online database will be provided to see how a given machine compares with friends and others interested in VR.


Yes, that’s a 3.5mm plug

After years of us all watching the industry work away at the challenges of a growing platform, we finally are approaching products we can buy off the shelves. Basemark and Crytek have been working to provide us with a benchmark to measure the readiness of our computers for the rigors of VR. While VR will be a very demanding endeavor for quite a long time, VRScore is an available option to measure the readiness of an existing or future system for VR gaming. We are also currently working with a few companies to provide other angles for VR metrics as well. VR has the stage set for a lot of growth in the future, but nothing can be controlled without first being measured. VRScore and other utilities like it will be necessary to find the value in VR systems this year and in years to come.

Related Reading

AMD Announces Radeon Pro Duo: Dual GPU Fiji Video Card For VR Content Creation
EVGA Begins Selling “VR Edition” GeForce GTX Video Cards for VR Gaming Rigs

HTC Vive Will Be Launching In April Priced At $799
Stepping Into the Display: Experiencing HTC Vive
Testing the HTC (Re) Vive with Steam VR

Oculus VR Reveals Retail Price of Its Virtual Reality Headset: $599
Oculus Rift Controllers, VR Games, And Software Features Announced
Oculus VR Posts Recommended System Specs For Rift – Outlines Platform Goals
Oculus Demos Crescent Bay and VR Audio