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 the latest version - v1.0.3.20
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.
Benefits
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.
Requirements
- AMD Radeon™ GCN-based GPU (R9 390 or better recommended)
- Windows® 7 or newer
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