LiquidVR™

SDKs & Libraries

 

Programming code on a monitor.

LiquidVR™ provides a Direct3D 11 based interface for applications to get access to the following GPU features regardless of whether a VR device is installed on a system:

  • Asynchronous Shaders: Provides in Direct3D 11 a subset of functionality similar to async-compute functionality in Direct3D 12.
  • Multi-GPU-Affinity: Provides ability to send Direct3D 11 API calls to one or more GPUs set via an affinity mask.
  • Late-Latch: Provides ability update constant data asynchronously from the CPU to reduce input or sensor latency.
  • GPU-to-GPU Resource Copies: Provides ability to copy resources between GPUs with explicit control over synchronization.

LiquidVR also contains a Direct-to-Display interface that is not application-accessible. Direct-to-Display bypasses the operating system and sends the result of VR rendering straight to the headset for lower latency and better compatibility. This LiquidVR functionality is exposed in a special SDK targeted at headset vendors.

The LiquidVR run-time is automatically installed by the current AMD drivers. All that is needed for usage in an application is the LiquidVR.h header file, which is included in the LiquidVR SDK on Github. Download the White Paper to read a quick start guide which describes how to integrate LiquidVR into an application.

Prerequisites

  • AMD Radeon™ GCN-based GPU (R9 390 or better recommended)
  • Windows® 7 or newer

Presentations

Resources