- Vr headset for macbook external gpu mac os#
- Vr headset for macbook external gpu pro#
- Vr headset for macbook external gpu software#
- Vr headset for macbook external gpu code#
We set up sample count to 4, as it's an optimal tradeoff between quality and performance, and at the same time, we set up our other length to 2 as we want to store each image for each I in separate slice.
Vr headset for macbook external gpu code#
So here we see code snippet for creation of mentioned 2D multi sample texture. Thanks to that it is now possible to separate from each other rendering space, which simplifies the post-processing effects, views count, so that application can fall back easily to monoscope rendering and control over anti-aliasing mode.Īs a result, application can now have single rendering files that can be easily adopted to any situation, and most important, that can be rendered with single draw and render pass in each case. This texture type has all the benefits of previously mentioned types without any of the drawbacks. Today, we introduce new texture types to the multi-sample already textured. So let's see how we can optimize this rendering. Or use different tricks to work around it. This was forcing app developers to use different rendering part-time layouts, based on the fact if they wanted to use MSAA or not. textures have all the benefits of both dedicated and shared layouts, but currently they couldn't be used with MSAA. While straight textures enable rendering of both eyes in single rendered and results pass, they are problematic when it comes to post-processing the effects. The dedicated textures require separate draw calls and passes, as we just saw. See, now with VR application it wants to benefit from multi-sample, it needed to use the dedicated textures per i, or single shared one, for both. It is a lot of work here that is happening twice, so let's see if you can do something about that. Once the final image is produced, it can be sent to the headset for presentment. VR compositor will perform final processing step that will include distortion correction, chromatic aberration, and order operations. Then it will resolve those images into iOS surface back textures that can be further passed to VR compositor. Application will start by rendering image for left and right eye into 30 multi-sample textures. As a quick refresher, let's review current interaction between application and VR compositor.
Vr headset for macbook external gpu mac os#
So, now let's see how new Metal features that we're introducing can develop a Mac OS Mojave can be used to fiber-optimize your VR application.
Vr headset for macbook external gpu pro#
We've been working very closely with both Valve and HTC to make sure that Vive Pro is supported in SteamVR runtime on Mac OS. Valve is also making open VR framework that is available on Mac OS, so that you can do the map that works with SteamVR. Both HTC Vive and Vive Pro work in conjunction with Valve SteamVR runtime, that provides a number of services including VR compositor. So, you might be wondering how you can start developing VR application on Mac OS. And together with Vive Pro support comes improved tracking system. And with support for better panels comes support for its new dual-camera front-facing system, so developers will now be able to use those cameras to experiment with pass-through video on Mac.
That's 78% increase in the resolution, and 57% increase in pixel density compared to Vive. It has two panels with 1,440 by 1,600 and 650 pixels per inch. Today we are introducing plug and play support for HTC Vive head mounted display. With recent announcement of extended GPU support, you can now turn any Mac into powerful workstation that gives you more than 10 of processing power. But we are not limiting our service to iMac on their own. That's a lot of power that is now in your hands.
While iMac Pro are equipped with even more advanced and even bigger based GPUs, with up to 16 gigabytes of video memory. Recently, we introduced new iMac and iMac Pro that have great GPUs on board iMac is now equipped with based GPUs and have up to 80 gigabytes of video memory on board. Then, we will take a deep dive into a new Metal 2 features, designs specifically for the VR this year.Īnd finally, we will end this session with advanced techniques for developing VR applications. We will start this session with a brief summary of what is new in, in terms of VR adoption.
Vr headset for macbook external gpu software#
My name is Karol Gasinski, and I am a member of GPU Software Architecture Team at Apple.