Most people don’t realise that VR games require seven times the graphics power of normal 3D games. This is because the graphics card has to deliver two different high-resolution images to both eyes at 90 frames per second.
Want to build the metaverse? In this post we are going to take a look at the best specifications for VR development workstations, what you’ll need.
Scalable Link Interface (SLI) is a multi-GPU configuration that offers increased rendering performance by dividing the workload across multiple GPUs.
Since UE4.15 Unreal Engine has been able to take advantage of machines and servers with multiple GPUs, so long as the GPU and system are compatible with SLI functionality.
To take advantage of SLI, the system must use an SLI-certified motherboard. Such motherboards have multiple PCI-Express x16 slots and are specifically engineered for SLI configurations.
To create a multi-GPU SLI configuration, [NVIDIA] GPUs must be attached to at least two of these slots, and then these GPUs must be linked using external SLI bridge connectors.
Once the hardware is configured for SLI, and the driver is properly installed for all the GPUs, SLI rendering must be enabled in the NVIDIA control panel. At this point, the driver can treat both GPUs as one logical device, and divide rendering workload automatically depending on the selected mode.
There are five SLI rendering modes available:
Alternate Frame Rendering (AFR)
Split Frame Rendering (SFR)
Boost Performance Hybrid SLI
If you are building a multiple GPU system with GPUs of different capabilities, say a Titan X and then a couple of Quadros, you can utilise the SLI Compatibility mode. This mode enables UE4 to push rendering tasks to the most suitable GPU in your set up. Hard tasks go to the more powerful while the other less powerful GPUs in your rig handle the less, and more appropriate tasks. If you are interested in understanding more about SLI take a look at the following page on the Nvidia website.
UPDATE 26/03/2018 after posting this post to the Octane Render group on Facebook a few interesting comments came up that we thought we’d ad to this post.
James Hibbert said “just for clarification, this article is talking a lot about SLI, and using SLI bridges, you do not need any of that for rendering with Octane using multiple GPUs.” But then added “IF you are using UE4, then yes you will probably want SLI if in the context of your project it actually gives you some benefit. That is not always a given with Raster rendering. However with Octane, your speed scales 1:1 with the number of GPUs you have.
James Hibbert, just an aside, every PC Tech guru seems to agree on one thing. For games, at least the vast majority of them, a gamer is better off getting the fastest single GPU they can afford, rather than getting 2 slower/cheaper cards and running them in SLI/Crossfire. For Octane, and Red Shift, you simply need as many GPUs as you can afford.
Just remember Multi-GPU and SLI are not the same thing. SLI is a specific technology from Nvidia. Octane does not use SLI, Octane uses muli-gpu (not sure exactly wich flavor there is, but your motherboard does it on it’s own with the help of the OS).
There is a difference.
Now there is another form of of Multi-GPU from nvidia called NV Link, NV Link is similar to SLI, but allows you to do things like stack GPU memory, so if you have 4 GPUs with 11gb of VRAM you will have a total of 44gb of VRAM, where as all other forms would still leave you with the original 11gb. keep in mind that NV Link is not available on consumer GPUs, and you need to use Quadro or Tesla cards to use it.
Hopefully that will change with the next line of consumer GPUs from Nvidia. SLI support from nvidia has dropped off quite a bit to the point where they only support 2 way SLI officially. I kinda suspect that they will either be dropping SLI altogether or migrate everything to NVLink in future products. Because of the Raytrace UE4 demo, UE4 will feature support for NV Link in a future build, because they land to link multiple GPUs to get it to run in real-time.”
Facebook Unveils Two New Volumetric Video ‘Surround360’ Cameras, Coming Later this Year. I’m going off to figure out why they qualify as ‘volumetric’ – I’ll be right back.
OK, I got the answer, they are volumetric, here’s why.
Facebook today announced two new Surround360 cameras. These hardware initiatives are poised to make facebook 360 videos more immersive. And they are volumetric as they can see – depth!
Unveiled at the company’s yearly developer conference, F8, the so-called x24 and x6 cameras are said to capture 360 videos with added “depth information” giving captured video six degrees of freedom (6DoF).
This means you can not only move your vantage point up/down, left/right like before, but now forwards/backward, pitch, yaw, and roll are possible while in a 360 video.
Even the best stereoscopic 360 video cannot go backward and forward, so the idea of a small, robust camera(s) that can record volumetric data, is exciting, especially when you’re in the immersive worlds of positional / motion tracking capabilities of the Oculus Rift, HTC Vive, or PSVR.