LiquidVR™ provides a Direct3D 11 based interface for applications to get access to certain GPU features regardless of whether a VR device is installed on a system.
| DOWNLOAD - Latest version 220.127.116.11
This release adds the following features:
- Async Compute : Provides in D3D11 a subset of functionality similar to async-compute functionality in D3D12.
- Multi-GPU Affinity : Provides explicit multi-GPU control via ability to send D3D11 API calls to one or more GPUs via an affinity mask.
- Late-Latch : Provides ability to reduce input or tracking latency by reading constant data updated by the CPU after the original D3D11 calls.
- GPU-to-GPU Resource Copies : Provides ability to copy resources between GPUs with explicit control over synchronization.
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:
- TrueAudio Next: is a scalable AMD technology that enables full real-time dynamic physics-based audio acoustics rendering. Leveraging the powerful resources of AMD GPU Compute, it enables the truly immersive audio required to achieve full presence in VR.
- Asynchronous Shaders: Provides a subset of the async compute functionality native to Direct3D 12 in Direct3D 11. Helps to increase performance and decrease latency.
- Affinity Multi-GPU: Provides the ability to send Direct3D 11 API calls to one or more GPUs set via an affinity mask.
- Latest Data Latch: Provides the ability to update data asynchronously from the CPU to reduce input or sensor latency.
- 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, and is not application-accessible.
- GPU-to-GPU Resource Copies: Provides ability to copy resources between GPUs with explicit control over synchronization.
- Motion Estimation: Calculates the motion estimation generated from two surface frames. Motion estimation works on specific GPUs and can be used for ASW.
- Vulkan Interoperability: Provides conversion for buffers, surfaces and semaphores.
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.
- AMD Radeon™ GCN-based GPU (R9 390 or better recommended)
- Windows® 7 or newer
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Croteam’s Karlo Jez writes about AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library.
This guest post by Croteam’s Karlo Jez gives a detailed look at how Affinity Multi-GPU support was added to their game engine.
The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR.
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