GameWorks VR Beta SDK Helps Developers Take Next Step into Future

Virtual reality is now more than just sci-fi. VR is the next big thing in gaming and entertainment. And as part of our work to advance the state-of-the-art in gaming, we’re releasing today the beta version of our GameWorks VR software development kit.

GameWorks VR gives game and headset developers better performance, lower latency and plug-and-play compatibility for VR games and applications through a set of application programming interfaces, libraries and features.

Since the alpha release of our GameWorks VR SDK in May, we’ve received a lot of great feedback from developers — and incorporated much of it in this beta release. While the alpha release was limited to select developer partners, the beta release opens up key parts of the SDK to game developers across the globe.

Furthermore, GameWorks VR is now supported in our publicly released 350.60 Game Ready drivers. So, gamers with the latest drivers will now be able to get the benefits of GameWorks VR with supporting applications and headsets.

Our GameWorks VR Beta SDK comes in two flavors.

The SDK for game and application developers includes:

  • VR SLI — increases performance for virtual reality apps where multiple GPUs can be assigned a specific eye to dramatically accelerate stereo rendering. With the GPU affinity API, VR SLI allows scaling for systems with more than two GPUs.
  • Multi-Res Shading — an innovative new rendering technique for VR whereby each part of an image is rendered at a resolution that better matches the pixel density of the warped image. Multi-Res Shading uses Maxwell’s multi-projection architecture to render multiple scaled viewports in a single pass, delivering substantial performance improvements.

Application developers can simply sign up for our GameWorks Registered Developer Program and download the GameWorks VR SDK for free.

The SDK for headset developers includes:

  • Context Priority — provides headset developers with control over GPU scheduling to support advanced VR features such as asynchronous time warp, which cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
  • Direct Mode — the NVIDIA driver treats VR headsets as head-mounted displays accessible only to VR applications, rather than a normal Windows monitor that your desktop shows up on. This provides better plug-and-play support and compatibility for the VR headset.
  • Front Buffer Rendering — enables the GPU to render directly to the front buffer to reduce latency.

If you’re a headset developer and want access to the headset portion of our GameWorks VR technology, register through our GameWorks VR developer page.

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  • Fabien Bourgeais

    Waah cool! I was just asking myself if 2way SLI can display one eye each and NVidia did it !
    Now I want to know if dual GTX980 in SLI is better than a single GTX980ti for VR ? Dual GTX980ti is too expensive…
    Can someone give me an advice…