Wednesday April 26, 2017

NVIDIA VRWorks Support Now Available in Unity Engine

This is a big deal when it comes to VR gaming becoming more mature and performing faster in more graphically intensive VR titles. I know that NVIDIA has been working hard to get more VRWorks features into both the Unity Engine and Unreal 4 Engine and today it is officially announcing great inroads with the Unity Engine. There are four specific techniques in VRWorks that will specifically enhance VR performance allowing immersive VR experiences to reach more users.

The two that stand out the most to me are VR SLI and Single Pass Stereo. VR SLI is fairly intuitive to understand, and once this is working at the engine level, it is much easier for game developers to take advantage of this technology which is supported by both Maxwell and Pascal GPU architectures and of course scaling can near 100% if implemented well. You can see some of our VR SLI testing with Serious Sam VR in this review. Single Pass Stereo has some great benefits performance-wise as well as it can give Pascal based hardware the ability to draw geometry only once for both eyes rather than once for each.

A Big Step for NVIDIA VRWorks Adoption, and VR - This is significant to adoption of VRWorks because Unity Engine is a widely adopted game engine in the VR development community. Beyond games, developers rely on Unity for interactive experiences that touch on film, social, medical, tourism, design, education, and training. Giving developers using the Unity engine an easy way to tap into those features is a critical step in pushing VR forward.

VR developers can access the VR Works plugin from the Unity Asset Store.