Unity engine adds support for Nvidia VRWorks SDK

Nvidia is adding another notch to its VR belt. Unity Technologies is adding support for the Nvidia VRWorks SDK (née GameWorks VR) to its cross-platform Unity engine.

VRWorks is Nvidia's software development kit (SDK) targeted at VR application developers and headset makers. According to Nvidia, this move should allow Unity developers to easily leverage VRWorks-specific features like Multi-res Shading and VR SLI.

Multi-res Shading purports to improve VR rendering performance by rendering different parts of the VR view port at the appropriate levels of fidelity needed to provide a convincing experience, potentially resulting in more efficient use of rendering resources. VR SLI, on the other hand, allows developers to assign a graphics card to handle rendering for each eye, delivering performance scaling for multi-GPU systems.

Unity support looks like a boon for the green team's VR efforts. According to Unity Technologies, 45% of the "full feature game engine market" uses Unity, and its website counts 4.5 million registered developers. The fact that Unity offers cross-platform support across all major desktop and mobile OSes likely didn't escape Nvidia's attention, too.

There are already a few Unity-powered games in the market: Cloudlands: VR Minigolf, Hover Junkers, and Job Simulator. The 3D engine is also reportedly used in non-gaming scenarios like medical, tourism, design, and education applications.

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    • brucethemoose
    • 4 years ago

    Looks like SLI/CrossfireX are moving away from AFR for VR.

    I wonder if all that dev work will roll over to us regular monitor users… If they can already render different perspectives on different GPUs, an SFR scheme on a single monitor wouldn’t be a huge stretch.

      • Meadows
      • 4 years ago

      Yes it would be a stretch, because parallel work in VR is actually easier to do. In principle, it’s the polar opposite of AFR. Naturally I would like to see better methods for single-monitor solutions but I personally have never owned an SLI system and I don’t feel like ever needing one unless I do indeed buy into the VR craze.

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