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© 2016 Autodesk
Integrating VR SLI into Autodesk VRED
Michael Nikelsky Principal Engineer
© 2016 Autodesk
We may make statements regarding planned or future development efforts for our existing
or new products and services. These statements are not intended to be a promise or
guarantee of future availability of products, services or features but merely reflect our
current plans and based on factors currently known to us. These planned and future
development efforts may change without notice. Purchasing decisions should not be made
based upon reliance on these statements.
These statements are being made as of April, 4th 2016 and we assume no obligation to
update these forward-looking statements to reflect events that occur or circumstances that
exist or change after the date on which they were made. If this presentation is reviewed
after April, 4th 2016, these statements may no longer contain current or accurate
information.
Safe harbour statement
© 2016 Autodesk
Visualization and virtual prototyping tool
Autodesk VRED Professional
Focus on Automotive
Powerful data preparation and
analysing tools
High quality OpenGL and
raytracing rendering
VR support
Powerwalls, Cave
Oculus Rift
HTC Vive
© 2016 Autodesk
VR headsets are becoming popular again
Virtual Seating Booth
Virtual Factory
Driving Simulations
Design Reviews
Sales and Marketing
Why we need VR SLI
© 2016 Autodesk
Engineering Datasets
30-60M triangles inside
the view frustum
~3-5k Geometries
100-300 materials
Complex shaders
Realistic appearence
Measured materials
No extra data preparation step possible
Why we need VR SLI in VRED
© 2016 Autodesk
Renderengine based on OpenGL 4.x
Uniform buffer required for camera data
Standard Stereo Rendering
For each eye
Bind Rendersurface
Setup Camera Buffer
Render the scene
Submit rendersurfaces to HMD
Stereo Rendering in VRED
© 2016 Autodesk
Init the multicast SLI mode
GL_NVX_LINKED_GPU_MULTICAST=1
Modified renderloop
Bind rendersurface
Setup Camera Buffer for both eyes
Render the scene
Copy rendersurface from GPU1 to GPU0
Submit rendersurfaces to HMD
VR SLI Rendering in VRED
© 2016 Autodesk
View Frustum Culling
Different objects for left and right eye
Only one eye is rendered
Need to adjust view frustum
to enclose both eyes
Occlusion queries do not work
GPU side occlusion culling might work
Nasty little details
© 2016 Autodesk
Hidden Area Mesh rendering is tricky
Upload different mesh data to
the different GPUs
Flip the left eye mesh for the
right eye
Skip it if you use timewarping
Careful with Multi-CPU Systems
Both GPUs need to be attached
to one CPU
Nasty little details
© 2016 Autodesk
Stereo Rendering in FullHD
Up to 88% better Performance
compared to single GPU Stereo
rendering
About 95% of the performance
compared to mono rendering
CPU load is cut in half
Results
No AA Low AA High AA
Mono 53 45 33
Single GPU Stereo 27 23 17
VR SLI 50 42 32
No AA
Low AA
High AA
1
11
21
31
41
51
61
71
VR SLI Scaling
Mono Single GPU Stereo VR SLI
© 2016 Autodesk
HMD Rendering
Vsync/Syncpoints make accurate
measurement difficult
Performance improvement ranges
from 40% to 100% depending on
Vsync/Syncpoint miss
Results
No AA Low AA High AA
Single GPU Stereo 56 45 45
VR SLI 90 90 62
No AA
Low AA High AA
No AA Low AA
High AA
1
21
41
61
81
101
VR SLI Scaling
Single GPU Stereo VR SLI
Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear
in this document. © 2013 Autodesk, Inc. All rights reserved.