Tuesday, March 15th 2016
AMD Takes 83% Share of Global VR System Market
AMD announced today at the 2016 Game Developer Conference that the company will underscore its dominance of the global virtual reality systems market. It revealed new advances in hardware and software to further the reach of VR, and unveiled its new GPU certified program that simplifies adoption of VR technology for consumers and content creators.
"AMD continues to be a driving force in virtual reality," said Raja Koduri, senior vice president and chief architect, Radeon Technologies Group, AMD. "We're bringing the technology to more people around the world through our efforts to expand the VR ecosystem with VR i-Cafés in China, new Oculus Rift and HTC Vive headsets, and a wide variety of content partners in gaming, entertainment, education, science, medicine, journalism and several other exciting fields."
AMD is also making VR more easily accessible to consumers and content creators with its GPU certified program featuring the new "Radeon VR Ready Premium" and "Radeon VR Ready Creator" tiers. Its forthcoming Polaris GPUs and award-winning AMD LiquidVR technology will simultaneously advance groundbreaking VR-optimized graphics.
Expanding the VR ecosystem
AMD will today announce its new GPU certified program for VR, allowing OEMs, system builders, and AIB partners to instantly communicate to consumers which certified Radeon products can be used to deliver exceptional VR experiences with the Oculus Rift and HTC Vive headsets.
"AMD continues to be a driving force in virtual reality," said Raja Koduri, senior vice president and chief architect, Radeon Technologies Group, AMD. "We're bringing the technology to more people around the world through our efforts to expand the VR ecosystem with VR i-Cafés in China, new Oculus Rift and HTC Vive headsets, and a wide variety of content partners in gaming, entertainment, education, science, medicine, journalism and several other exciting fields."
AMD is also making VR more easily accessible to consumers and content creators with its GPU certified program featuring the new "Radeon VR Ready Premium" and "Radeon VR Ready Creator" tiers. Its forthcoming Polaris GPUs and award-winning AMD LiquidVR technology will simultaneously advance groundbreaking VR-optimized graphics.
Expanding the VR ecosystem
- Leading market share - AMD is powering the overwhelming majority of home entertainment VR systems around the world, with an estimated 83 percent market share.1 This share is driven in part by AMD technology powering VR-capable game consoles installed in millions of homes globally.
- Powering the premium VR headsets of 2016 - AMD is partnering with the Oculus Rift and HTC Vive Pre headset manufacturers to ensure the Radeon ecosystem is ready to take advantage of their hugely anticipated launches this year.
- Collaborating to develop new form factors - AMD is working with Sulon Technologies Inc. on the Sulon Q headset, the world's first and only all-in-one, tether-free, "wear and play" headset for virtual reality, augmented reality, and spatial computing. Powered by Radeon graphics and leveraging AMD's LiquidVR technology for smooth and responsive AR and VR experiences, the Sulon Q headset allows users to effortlessly enhance the real world through augmented reality applications, and seamlessly transitions from the real world to virtual worlds.
- Powering premium VR experiences beyond gaming - AMD is collaborating with leading organizations to illustrate the power of VR outside of gaming, working with companies in healthcare, entertainment, education, media, training and simulation, among others. AMD is already seeing fruits of the efforts in projects including General Electric's "The Neuro VR Experience" experience simulating brain activity, The Smithsonian Museum's "First: The Story of Orville and Wilbur" experience, and incredible storytelling in VR through a recently announced collaboration with the Associated Press.
- Showcasing next-generation VR-optimized GPU hardware - AMD today demonstrated for the first time ever the company's forthcoming Polaris 10 GPU running Valve's Aperture Science Robot Repair demo powered by the HTC Vive Pre. The sample GPU features the recently announced Polaris GPU architecture designed for 14nm FinFET, optimized for DirectX 12 and VR, and boasts significant architectural improvements over previous AMD architectures including HDR monitor support, industry-leading performance-per-watt2, and AMD's 4th generation Graphics Core Next (GCN) architecture.
- Growing adoption of GPUOpen's LiquidVR technology - AMD LiquidVR technology helps address obstacles in content, comfort and compatibility that together take the industry a step closer to true, life-like presence in VR games, applications and experiences. Today AMD LiquidVR technology is being used across the VR software stack by headset manufacturers, including Oculus, HTC, game engine developers and content creators.
AMD will today announce its new GPU certified program for VR, allowing OEMs, system builders, and AIB partners to instantly communicate to consumers which certified Radeon products can be used to deliver exceptional VR experiences with the Oculus Rift and HTC Vive headsets.
- "Radeon VR Ready Premium" solutions for exceptional VR experiences - Certified Radeon R9 290-class graphics cards and higher, and systems built using those cards, are now eligible for the "Radeon VR Ready Premium" seal. "VR-optimized systems like the HP ENVY Phoenix is specifically configured with the quality, performance and computing power to enable amazing virtual experiences," said Kevin Frost, vice president and general manager, consumer personal systems, HP Inc. "HP is working with AMD to deliver the VR-ready HP ENVY Phoenix tower for a seamless out-of-the-box experience. With the Radeon VR Ready Premium program, it will help customers to take the guess work out of selecting the right VR capable graphics."
- "Radeon VR Ready Creator" solutions for VR professionals, experience designers, and developers - The "Radeon VR Ready Creator" seal signifies unprecedented performance and industry-leading innovation that empowers VR content creators and experience designers with incredibly powerful and capable development tools. Featuring an upcoming graphics card with AMD's LiquidVR SDK (software developer kit), the "Radeon VR Ready Creator" designation signifies the ultimate performance for both content creation and consumption for VR professionals.
31 Comments on AMD Takes 83% Share of Global VR System Market
key point here is 1080p vr =/= 2x1080p. it is 1080p splitted 2 parts that desplay literaly same image so apu will need to render half 1080p image. i dont see this to be such problem for current gen consoles.
at the end it will be up to devs to make proper implementation of dx12 so the can squize max possible juice from consoles' metal.
There is a reason Occulas are stating an nVidia 970 minimum for PC's
just how big is the VR market right now?
i myself noticed exact wording for vr sets res in today's article about sulon q and then i've checked oculus' specs and it says which is just 240pixels over 1920x1200 hance 290/970 are recomended hardware for it.
but if you think how human eyes work you will see that acctual difference in the image comes from differece in lighting effects shadows etc. base part of the scene however is constnat (poligon mesh of the scene, materials, textures etc for one frame is the same for both eyes). so in order to get 2 slightly different images for both eyes you need to render scene up to the textures once and then to apply light effects, shadows etc 2 times. this way you will have much more efficient use of available hardware but i am not programer and cant say if this is possible to be acheaved or not.
Now we are complaining that a super futuristic XBO or PS4 can't handle VR. Oh really. Obviously this belief can never end because then you will stop spending money on more hyped up stuff. :)
www.reddit.com/r/PS4/comments/4akgwp/playstation_vr_released_october_2016_cost_399/
They are also reported to allow others to see what you are experiencing via a connected TV, so your friends are not just sitting around watching you nodding away with heavy goggles strapped to your head.
PlayStation VR already announced their hardware is quite a ways below the Vive and Rift.
Last time I've checked, lot's of Steam users were on... iGPUs FROM INTEL. Which, last time I've chekced, were way slower than 7850/7870 in XBone/PS4.
Consoles also have optimization advantage, games are optimized for that particular hardware configuration.
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This clip was done on PS4 is rendered on the fly and I find it pretty impressive:
PS
Nvm, got this from wiki:
Playstation VR (Morpheus) (Oct 2016)
960x1080 per eye (basically half of 1980p)
120Hz (33% higher refresh rate)
FOV 100°
399$
Oculus Rift (28th March 2016)
1080x1200 per eye (25% more pixels, than PS4)
90Hz
FOV ?
599$
HTC Vive (5th April 2016)
1080x1200 per eye (25% more pixels, than PS4)
90Hz
FOV 110° (+10 compared to PS4)
799$ Yea, right. Here is 1080p game for ya.
And 1080p is all PS VR needs.
And, since I anticipate "OMG, low resolution": it's merely 25% less pixels, than in OR/Vive. Oh, and with 33% higher refresh rate.
a) that doesn't look like 60 FPS to me.
b) that really looks like shit compared to PC titles (which will look even worse an inch away from your eye)
c) even if they're constantly hitting 60 FPS, they need at least another 30 (90 FPS), if not 60 (120 FPS) more frames on top of that
Something has to give to make it work with the PlayStation 4. Then again, I think the design target is PlayStation 5 more than 4. Some titles may be made to work with the PlayStation 4 and VR but the bulk will be for the next console which will presumably have a more robust GPU.
People with R9 390s cannot seriously demand consoles to match their GPU power.
7870 + optimization benefits ~= current mid range (380?) GPU PC level, isn't it? But we don't really know what framerates they are hitting, do we?
Sony's VR project is older than OR.
Sony has released "wearable TVs" quite some time ago (e.g. www.amazon.com/dp/B005SCYZGA/?tag=tec06d-20 )
Reducing nausea was one of the major points of their research, I'm pretty sure they are well aware of the frame rates they need to hit for comfortable VRing.
And last, but not least, there should be a reason, why they went with 120Hz, when competitors opted for 90.
Besides, that's not my point. VR has requirements which include high pixel density and high refresh rate (because it is so close to the eye). If discreet PC GPUs struggle to cope, the PlayStation 4 is going to fare worse. Corners have to be cut. The GPU won't allow it unless the triangle count is reduced (especially if they're rendering the scene a third time to be displayed on a TV).
Reducing motion sickness and increasing immersion is the goal of all VR resarch out there.
They sacrificed pixels/inch to reach a higher refresh rate their console can't hit without cutting corners. See the problem? Both are important which is why Rift and Vive came to the same conclusion. In truth, Rift and Vive likely still aren't high enough especially as far as pixel count is concerned.
However, VR isn't now. VR is a niche market, and likely will be for many years.