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AMD LiquidVR: Setting a new standard?

by Warren
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The likes of the Oculus Rift have been destroying stomachs with it’s horrible response time, latency and poor resolutions. The frame rates did not work as expected and caused a lot of nausea when it first came out. A lot of excited testers were met with not so great performance, however the Oculus Rift DK1 was the pioneer for VR brought to the gaming industry — there are some very unconventional uses for VR that I am not allowed to link to this website but some simple searching on Google can bring you it, this is just a little fun fact. Since then, Oculus has improved their technology with the DK2, bringing some serious upgrades including a reduced latency, low persistence AMOLED displays, engine integration and a positional eye-tracker.

AMD has always been the more graphic-centric of the two x86 powerhouses, bringing things like the AMD Kaveri Accelerated Processing Unit (APU) processors which combine the AMD CPU as well as an integrated AMD Radeon GPU.

Introducing AMD’s LiquidVR SDK, released on the 3rd of March, which is aimed at solving everything that plagues that is considered as the standard for basic VR and sets a standard for the industry to follow — latency problems, dealing with poor persistence that causes motion blur when turning the camera, as well as low frame-rates that gives a sense of choppiness. Many other problems are addressed in the production of this development kit. The human eye can track an infinite number of frames per second and most gaming hardware pushes the limits of dealing out 144 frames per second on their monitors, such as theROG SWIFT PG278Q from ASUS and I believe so should VR headsets in providing as much realism and fluidity as possible.

Other significant features include Async Shaders for smooth head-tracking, Affinity Multi-GPU scalability during rendering, the latest data latch for smooth head-tracking, direct-to-display for intuitively attaching VR headsets and many more.

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