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
  • 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.
Advancing technology to power premium VR experiences
  • 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.
Simplifying VR adoption for consumers 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.
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31 Comments on AMD Takes 83% Share of Global VR System Market

#26
ne6togadno
geon2k2The logic for the FPS and reduced resolution seems fair, and I agree with you, however the difference between left and right eye is not only shadows and lightning. One of the images must be rotated with 6 degrees or so and then applying lightning and so on. Anyway even this rotation should be less computational intensive than regenerating the whole frame again, but the questions is if the games/drivers do it like this, or if they just redraw and recalculate the whole thing again?
min of 2 degrees are needed for stereoscopic view and i am pritty sure it can be done with altering lights effects and shadows so that you can get 2 "different" points of veiw from one image just like homm 2 is made to look like "3d"
as far as i know/understand atm rendering technics for vr are just recalculate whole thing again, and again, and again.... why? it could be because math behind projective geomtery and image generation is quite heavy and programing game engine that can calculate it is huge effort or it could be because programers are lazy and/or cant understand that math or parts of both. as i said before i am not programer so above is only my understanding of the things.
FordGT90ConceptNeed 2 x 1080p (renders a separate view point for each eye--no, they aren't the same) and preferrably 90 frames per second...not 30 which is all consoles usually target. That's 373.248 million pixels to update every second or here comes the motion sickness.

PlayStation VR already announced their hardware is quite a ways below the Vive and Rift.
i never said view points are the same. i said that scene is tha same and that with clever application of light&shadow effects you can make it looks like being viewed from 2 differenet povs.
and if you have read beyond 1st line of the post you'd have seen why it isnt 2x1080p but is only 1080p and therefore all you calculations for 90, 120 or 14351432 fps is just fill in for the bin.
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#28
PP Mguire
PS4 adds an extra box that although no details (that I've seen) have been released I have a feeling it adds extra hardware to push the framerate needed in some form. Fidelity and resolution also won't be as great as PC VR. PS4 VR is supposed to be one 1080p screen while the other two are 2 separate screens. The tracking also won't be as fluid as IIRC they are using the PS4 camera to do this. From everything I've seen and heard I will probably pick up the PS4 VR device before I pick one up for the PC.
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#30
Frick
Fishfaced Nincompoop
rtwjunkieMy hat is off to AMD, I'm glad to see them leading by a large margin in something.

However, VR isn't now. VR is a niche market, and likely will be for many years.
Done right it'll be all the rage next year. I kinda hope Valve announces HL3 as a VR game.
Posted on Reply
#31
FordGT90Concept
"I go fast!1!11!1!"
I'm sure it will be but we'll be seeing other Source Engine 2 titles long before HL3.
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