Graphics Card for VR

Graphics Card for VR

Anonymous
Not applicable
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Message 1 of 10

Graphics Card for VR

Anonymous
Not applicable

Hi, we're working on a project using VRED with HTC Vive. We are currently using a GTX 1080, and are experiencing some problems with the visualization of the file. It's really slow and the experience is not good yet.

My question is:

what is the minimum system requirements that you suggest to have a good experience?

Should I get 2 1080 SLI?

Or it would be better to use a Titan X (or two) instead of the 1080?

Or to achieve the quality we're expecting will be necessary go to the Quadro 5000 or 6000?

Thanks a lot.

 

 

 

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Message 2 of 10

michael_nikelsky
Autodesk
Autodesk

Hi,

 

the GTX1080 (not the founders edition because those thermal throttle, any GTX1080 with a custom cooler should be fine though) should be pretty much you best option with the only step up being the new Titan X (the new pascal based one - not sure what nvidia was thinking naming this card exactly like its predecessor). SLI will improve performance in VR quite a lot so it is definetely worth it.

 

However, your performance is always determined by your scene so for VR you have to be carefull what you use. Some shaders and options can be quite expensive, for example the woven cloth material, orange peel or the useStructure option are quite costly. Also the number of objects and number of triangles are limited in VR.

 

Kind regards

Michael

 

 

 

 



Michael Nikelsky
Sr. Principal Engineer
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Message 3 of 10

Anonymous
Not applicable

Thanks Michael!

We're working on the file to make it "lighter" with less triangles and so. Is there a "maximum number" of triangles in the file to perform well?

 

We're almost getting there on the exterior, but the interior has been a challenge. We're reducing the number of objects, but in the interior, we have a big range of objects with different textures, so we couldn't merge more objects and achieve a realistic look yet.

 

Do you recommend a specific setup to use (or not) with HTC Vive? For example, should we use "Realtime Antialiasing"? When we activate it, the quality improves, but the visualization on the HTC Vive get really slow... What about the option "Postprocess Antialiasing"?

 

Or maybe overwrite the graphics card settings?

 

Once again, thanks a lot!

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Message 4 of 10

seiferp
Community Manager
Community Manager

Also, as shorter your scene tree is as faster VRED can render. So it might make sense to combine things if your data process allowes it.

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Message 5 of 10

michael_nikelsky
Autodesk
Autodesk

Giving a triangle limit is quite difficult since it depends on a lot of things. Usually for an SLI setup 20 million triangles should be ok, maybe more. You might want to avoid very large objects if possible since those can´t be culled efficiently and cause a lot of overdraw.

 

Starting with VRED 2017 SP1 (the command was broken in the original 2017 release, so you need the current SP1 for it) you can force the Vive to run with 45fps and warping every other fram by calling

 

setOpenVRHMDForceInterleavedReprojection(true)

 

This works quite well in most situations although I must say the oculus rift does a much better job here since it does the reprojection automatically whenever needed.

 

Kind regards

Michael

 

 

 



Michael Nikelsky
Sr. Principal Engineer
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Message 6 of 10

mnosbues
Contributor
Contributor

Michael,

 

does VRED already take advantage of the new VR specific enhancements of the PASCAL architecture like 'Single Pass Stereo' (see here )? And if not, in which version is this expected?

 

Regards,

Martin 

Message 7 of 10

Anonymous
Not applicable

Has anyone had a chance to compare the GTX 1080 (pascal) vs the Titan X (pascal) ?

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Message 8 of 10

cmiddlin
Enthusiast
Enthusiast

Definately realtime anti aliasing , headset wont allow post processing , I would recommend no higher than medium setting .. also add a medium quality ambient occlusion, people dont realise than when you run high ambient occlusion it adds complexity to your model ( a classic example of this look at the wireframe of the groundplane without any shadows , add the ground shadows on high then take another look at the wirefram )l and I usually turn on the ambient occlusion culling  helps performance on most models . I like to turn on real time shadows but this can also effect performance .

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Message 9 of 10

michael_nikelsky
Autodesk
Autodesk

Just a sidenote: We have completely rewritten the realtime antialiasing for the 2017.2 Update so the old Medium Settings is not comparable to the new mode anymore. In some cases you will get a better quality at medium now compared what you previously got with ultra high at a much better performance. You can even customize the antialiasing levels in the preferences now if you want to fine tune.

Still, the new medium level, which is 4x Multisampling + pixel filtering, should be a good balance between quality and performance.

 



Michael Nikelsky
Sr. Principal Engineer
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Message 10 of 10

tonykakkar2018
Observer
Observer

One of my friend is having EVGA GeForce GTX 1070 FTW Gaming.  Basically, I have not got chance but I have seen found a list of best Graphics card for VR which you guys can check.

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