LiquidVR™ is an AMD technology initiative aimed at enabling a fully immersive and comfortable virtual reality experience by creating a new programming model that fully exploits the capabilities of modern GPUs, like AMD Radeon™ products. One of the key technology goals of LiquidVR™ is to reduce unwanted processing latency (reduce motion-to-photon latency) and deliver a consistent frame rate. AMD’s LiquidVR™ is ushering in a new era of visual computing, designed to empower developers and fuel fully immersive VR experiences. The LiquidVR™ SDK is here! Get the scoop and the SDK at GPUOpen.
Spotlight on: Asynchronous Shaders
Asynchronous shaders have the ability to perform compute operations concurrently, i.e. in parallel with rendering tasks. This is a key capability of the new generation of graphics APIs, including Mantle, DirectX® 12, and Vulkan™. AMD’s Graphics Core Next (GCN) architecture, currently the only architecture to support this functionality, was designed to efficiently process multiple command streams in parallel.
Asynchronous Time Warp addresses this issue by obtaining fresh head tracking information after each frame finishes rendering, using it to warp the frame to appear as if it was rendered from the new viewpoint. This warping makes use of a compute shader, and needs to be executed with high priority to avoid adding latency back into the pipeline. Executing it asynchronously allows latency to be minimized and helps eliminate stuttering, since context switching and pre-emption overhead can be avoided.