Mobilizing VR: Enabling AMD Mantle in TriDef for Oculus Rift and FOV2GO VR testing

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So I had an idea , VR especially OVR on DK2 is a very intensive GPU and CPU process . Requiring software and hardware side geometric transformation, chromatic aberration correction and what ever special sauce is involved in creating "low persistence",not to mention postional tracking and head tracking . Result : it can take Rift Warped games down to 25 FPS..in TriDef for Rift tests.. this why I test SBS alongside the warp ..

Low level APIs like AMD Mantle are designed to take the load off your CPU and GPU .. so what if use Mantle in VR .. can we increase VR performance .. to test this we need to trick TriDef into working through Mantle ..and this is how I do it ..

What we need (and I told JC already) is for HMDs like the Rift to bypass current CPU and GPU bottlenecks taking advantage of low level APIs and thus we can create VR experiences at a fraction of the cost of those 10K Rigs we are all saving up for to run Start Citizens Hangar and or sit in our Cobra MKIII..or hang out with Starbuck .. or play Halo in VR

This has implications for cloud VR too.. if we can reduce the load on the host PC we can increase the quality and decrease the latency of the stream to the wireless HMD..

#throughglass




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Tags:
Oculus Rift (Video Game Platform)
Virtual Reality (Media Genre)
Advanced Micro Devices (Venture Funded Company)
Mantle (API)
Mobile VR