Valve Update SteamVR Support Class ASW New Rendering Algorithm

Valve introduced a new SteamVR beta version to respond to Oculus's "Asynchronous Timewarp" technology, which helps the VR experience run smoothly.

The new version of SteamVR supports Asynchronous Reprojection. AMD graphics cards are not supported at this time and NVIDIA graphics cards need to be updated to use them.

Oculus uses "asynchronous time warping" technology to make up for the hardware's inability to keep up with the required frame rate. The frame rate required for the virtual reality experience is 90 frames per second. Below this speed, people will feel uncomfortable. As a result, various remedial techniques have emerged, such as the "reprojection" technique that attempts to keep the number of frames at 90 frames per second.

Recently, Oculus announced at the OC3 conference an auxiliary technology called "Asynchronous Space Warp." This new technology can reduce the minimum configuration of the PC needed for Rift. In other words, after Oculus announced that the recommended computer could gain a good experience, the company has now redefined Rift's minimum hardware requirements and uses asynchronous space warping technology to enable low-profile PCs to run virtual reality smoothly. For example, NVIDIA's latest release of the $140 GTX 1050 Ti graphics card may also be able to meet this minimum requirement.

The graphics card is usually the most expensive part of a VR computer. Just two years ago enthusiasts and developers spent $700 to buy a video card capable of running Oculus DK2 full frame. After using asynchronous space warping technology, Oculus announced that the minimum PC specification required by Rift was reduced to US$500, which greatly reduced the threshold for entering virtual reality, but it is still unknown how to provide a virtual reality experience.

Valve takes a different approach, using a technique called Interleaved Reprojection instead of asynchronous time warping. Graphic programmer Alex Vlachos said that because Valve's approach works with all current GPUs, it is equally supported on Macs and Linux. In contrast, Rift's technology can only be used on windows.

"Asynchronous quadratic projection (Oculus calls it asynchronous time warping) only applies to some GPUs, and asynchronous space warping even supports fewer GPUs," Vlachos wrote in an e-mail. "We are also about to release our asynchronous secondary projection technology, which is very similar to asynchronous time warping."

Valve also plans to work with GPU vendors to advance the second projection technology "for hardware-generated motion images", so similar to asynchronous space warping technology will also appear in Valve. But the difference is that Valve does not seem to reduce the recommended configuration.

"We currently have no plan to introduce a minimum configuration based on a second projection," writes Vlachos. “Our goal is to provide our customers with high-quality virtual reality. Our secondary projection technology is designed to ensure that occasional drop frames can be filled in. Each software application will clearly list their minimum configuration because only they know The actual minimum CPU required for your own software."

Both Oculus and Valve admit that these technologies have different shortcomings. Artificially synthesized frames may feel uncomfortable. This is why Vlachos will write "Valve will continue to advise users to use the recommended configuration to allow most VR software applications to achieve 90fps without using secondary projection technology. We will continue to work with developers to improve their engines to achieve the desired frame rate. ”

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