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GameWorks VR To Be Included In Unreal Engine 4, Helps Getting Up To 50% More Performance

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GameWorks VR To Be Included In Unreal Engine 4, Helps Getting Up To 50% More Performance
 

NVIDIA’s GameWorks VR will be included in Epic’s Unreal Engine 4. NVIDIA announced this during the VRX conference in San Francisco, while noting that UE4 “powers hundreds of games on PCs and consoles. And it’s becoming a key tool to create immersive experiences of all kinds“.

 

 

Multi-Resolution Shading was detailed as part of the GameWorks VR toolset.

Multi-res shading works with VR headsets to put more performance where users can see it.

It delivers higher resolution at the center of the image, where our eyes are focused, and lower resolution at the periphery, where they’re not. Because VR headsets “warp” or distort the periphery of an image, Multi-res Shading saves graphics workload without sacrificing image quality.

As demonstrated at VRX using the UE4 demo Reflection Subway, this GameWorks VR technology will help VR developers get up to 50% more performance out of their UE4-based VR games and applications.

 

 

VRX-Keynote-MRS-635x357.png

 

This particular GameWorks VR feature will be especially useful because VR gaming is going to require a lot more performance. NVIDIA prepared a slide noting that high-end VR could require up to 7X performance; that’s using 1080P@30FPS as the base example.

VRX-Keynote-7X-635x357.png

 

Finally, NVIDIA stated that it intends to bring the installed base of GeForce VR ready PCs from the current 5 million to more than 130 million by 2020. That’s certainly a lofty goal, since 2020 is only five years away.

Quite a few Unreal Engine 4 titles are being developed with VR in mind. ADR1FT might be the most popular, but there’s also Loading Human, EVE Valkyrie and a number of smaller projects; of course, if VR devices prove to be a success when they launch in a few months, it’s likely that many more UE4 games will be programmed to support VR in the future.

 

 

 

So Gameworks and perfromance gains they say? i call bs. gameworks never really helped gaining fps in games.

Source:

http://wccftech.com/gameworks-vr-to-be-included-in-unreal-engine-4-helps-getting-up-to-50-more-performance/

http://blogs.nvidia.com/blog/2015/11/09/gameworks-vr-unreal-engine-4-ue4/

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Sounds good however I hope it isn't something that solely helps Nvidia GPUs although it probably does or they would have no competitive reason to develop it.

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Isn't surprising to be honest. UE4 has been built hand in hand with Nvidia for their features and their VR tech is cutting a ton of useless pixels out of the picture. Can't wait for actual benchmarks though.

 


Choo choo, hate train rollin' in.

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I mean this is the whole msaa vs other aa's all over again.

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I don't expect much of an improvement without upgrading to the latest gpu again. Sigh.

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Now it will be interesting how this works on AMD cards. It should improve performance since it dynamically changes detail resolution by what the user is focused on, but anything can happen. They could lock it down like PhysX.

Somewhat similar to what Halo 5 does with lowering the resolution in intense situations to keep the frame rate up while not making it noticeable since it is hard to notice when there are explosions going on.

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So Gameworks and perfromance gains they say? i call bs. gameworks never really helped gaining fps in games.

 

Gameworks is just a library of software, and now it's going to include this VR performance enhancement. AMD is even working on their own to help out with VR performance.

 

 

Screw you nvidia. Die in a hole. 

 

Like Nvidia or not, they're pushing graphical advancements forward. AMD is as well, but not nearly as much.

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Gameworks is just a library of software, and now it's going to include this VR performance enhancement. AMD is even working on their own to help out with VR performance.

 

 

 

Like Nvidia or not, they're pushing graphical advancements forward. AMD is as well, but not nearly as much.

If it weren't for HBM we'd still have VR causing nausea left right and center.

I'm highly skeptical about GW adding perfomrance - overtessallated assets do not give you more fps.

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If it weren't for HBM we'd still have VR causing nausea left right and center.

I'm highly skeptical about GW adding perfomrance - overtessallated assets do not give you more fps.

 

I don't know what HBM has to do with this. Do you own a VR headset and a Fury card, and can confirm your claim?

 

Like I said, Gameworks is just a library of software. Use your brain.

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I don't know what HBM has to do with this. Do you own a VR headset and a Fury card, and can confirm your claim?

 

Like I said, Gameworks is just a library of software. Use your brain.

I'm saying what I've read - the low latency of HBM makes for a more enjoyable experience

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Gameworks is just a library of software, and now it's going to include this VR performance enhancement. AMD is even working on their own to help out with VR performance.

Like Nvidia or not, they're pushing graphical advancements forward. AMD is as well, but not nearly as much.

Using A sync cores and co developing HBM isn't pushing graphics??? What universe do you live in?
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I'm saying what I've read - the low latency of HBM makes for a more enjoyable experience

Low latency between the memory and the GPU, not low latency between the card and the headset.

The latter is what affects nausea.

Apart from increasing frame rates, HBM will have 0 effect on whether VR causes nausea or not.

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I'm saying what I've read - the low latency of HBM makes for a more enjoyable experience

 

Exactly. Saying what you've read.

 

Using A sync cores and co developing HBM isn't pushing graphics??? What universe do you live in?

 

The same one you are. Reread what I said, mate.

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It's funny how they say VR is 7 times more demanding than PC gaming and then they compare 1080p @30FPS and 3024x1680 @90FPS. They could've compared it to 720p @30 FPS and said how it's even more demanding. 1080p @30 is the console standard, not PC. 

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Why not just rename it to Unreal GameWorks engine already. I've never seen a gaming engine implement so much proprietary vendor specific code before.

 

As for VR it sounds like AMD LiquidVR is the preferred technology for presentations, but I don't have any experience on the matter. Good thing the entie industry is moving towards their own proprietary engines, instead of relying on Unreal Engine and similar.

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Ofc it will be implemented in UE4, Tim has Jen hand so up in his puppet ass that I'm sure he even has his sleep powered by nvidia pillows.

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calling it right now:

this shit will be so broken that even 980Ti's in SLI (with working and optimized SLI profile and 80%+ scaling) will struggle at low settings.

But market share gives you 50% more fps!

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But market share gives you 50% more fps!

no, market share gives you 50% more fanboys, which again gives you +50 resistence to class action lawsuits for screwing over the customers.

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They really need to stop this and just focus on hardware... I'm sure they can do far more.

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no, market share gives you 50% more fanboys, which again gives you +50 resistence to class action lawsuits for screwing over the customers.

But it gives you - 40% to chances of being bought by sane individuals and -80% to not being compared to a blackbox!

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