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[Tom's Hardware] Interview With AMD's Director Of VR, Daryl Sartain

post #1 of 16
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Quote:
At CES 2016 I had the pleasure of moderating a panel called “What’s Under The Hood” hosted by The Immersive Technology Alliance at VR Fest, which was a one-day, VR-only event held during CES. That panel was notable because it had all three major CPU and GPU vendors -- AMD, Intel and Nvidia -- all talking about the technology powering Virtual Reality.

AMD was represented by Daryl Sartain, its Director of Virtual Reality and ITA VR Council Chair, and after the panel we got a chance to sit down with him and talk VR one-on-one.

Something that stuck out to me considering the debate on this site:
Quote:
TH: Can you give us your thoughts on the differences between using Vulkan versus DX12, and also what’s happening with Mantle with regards to VR?

DS: I view Mantle as something – because we did a lot of contribution to the features into DX12 – that has been spun into DX12 in so many ways.

Edited by Robenger - 1/27/16 at 11:23am
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post #2 of 16
Thread Starter 


Seems like Dan Baker, Co-Founder of Oxide Games also confirms this.
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post #3 of 16
We already know AMD have superior VR GPUs. Otherwise nvidia would have been shouting from the roof tops (remember gsync initialy) lol
post #4 of 16
Quote:
Originally Posted by badrapper View Post

We already know AMD have superior VR GPUs. Otherwise nvidia would have been shouting from the roof tops (remember gsync initialy) lol

We won't really know until VR games and applications are out in the market and properly benchmarked.
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post #5 of 16
Quote:
Originally Posted by jologskyblues View Post

We won't really know until VR games and applications are out in the market and properly benchmarked.

We do know. VR is very parallel in nature. GCN is very parallel architecture. Also AMD GPU has lower latency in VR.
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post #6 of 16
Quote:
Originally Posted by ZealotKi11er View Post

We do know. VR is very parallel in nature. GCN is very parallel architecture. Also AMD GPU has lower latency in VR.

No you don't. You're just making assumptions based on what AMD is telling you.

If I were to make my own assumption, there's nothing stopping Nvidia's software and/or hardware engineers from working around the supposed technical limitations of their current architecture to offer at least a comparable VR experience but alas, I would rather just wait and see what really happens once VR becomes more ubiquitous. I feel the same when the post-DX11 world of DX12 and Vulkan finally arrives.
Edited by jologskyblues - 1/27/16 at 8:58pm
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post #7 of 16
Quote:
Originally Posted by jologskyblues View Post

No you don't. You're just making assumptions based on what AMD is telling you.

If I were to make my own assumption, there's nothing stopping Nvidia's software and/or hardware engineers from working around the supposed technical limitations of their current architecture to offer at least a comparable VR experience but alas, I would rather just wait and see what really happens once VR becomes more ubiquitous. I feel the same when the post-DX11 world of DX12 and Vulkan finally arrives.
Does it mean, Nvidia's current target is 50 Hz rather than AMD's 240 Hz? "Leaving the rest to computation" could indicate this is as far as they could come up with... Only an assumption, of course.rolleyes.gif
Quote:
The depth effect is achieved by displaying 25 images to each eye, which kinda makes it holographic now that I think of it.
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post #8 of 16
Quote:
Originally Posted by jologskyblues View Post

No you don't. You're just making assumptions based on what AMD is telling you.

If I were to make my own assumption, there's nothing stopping Nvidia's software and/or hardware engineers from working around the supposed technical limitations of their current architecture to offer at least a comparable VR experience but alas, I would rather just wait and see what really happens once VR becomes more ubiquitous. I feel the same when the post-DX11 world of DX12 and Vulkan finally arrives.



albeit I do agree with you that its made on partial assumptions, the thing that you're technically wrong about is its not solely on AMD's words. the VR experience was actually a moderately sized topic with asynchrous computation was brought up months back. The hardware efficiency was a cross-reference to a lot of statements, referencing both statements made by AMD documentation and Nvidia documentation to developers in the fields statements. This post condenses some of the findings for easier reference. As of the early times at the least, AMD is much more confident in VR than Nvidia is.
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post #9 of 16
Quote:
Originally Posted by mtcn77 View Post

Does it mean, Nvidia's current target is 50 Hz rather than AMD's 240 Hz? "Leaving the rest to computation" could indicate this is as far as they could come up with... Only an assumption, of course.rolleyes.gif

The thread where that quote is from has not much to do with current day VR, and the 25 images per eye are meant to be simultaneous, not per second. Hence, it doesn't say per second anywhere. It's about giving the eye different depths to focus on, hence needing 25 views per eye per frame.
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post #10 of 16
Quote:
Originally Posted by Tivan View Post

The thread where that quote is from has not much to do with current day VR, and the 25 images per eye are meant to be simultaneous, not per second. Hence, it doesn't say per second anywhere. It's about giving the eye different depths to focus on, hence needing 25 views per eye per frame.
The trick is the study demonstration says, they add an extra LCD display and a spacer and "leave the rest to the computations."
Also, there are just "two" LCD displays. The rest is multiplicative generation of the depth perception. Thus, there cannot be 25 views. It must be some other thing, in my opinion. They also capture the workings with a video camera through the lens. It clearly isn't looking to be working faster than 25 Hz per eye.
Edited by mtcn77 - 1/28/16 at 12:26pm
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