Participants on the VR hardware, known manufacturers mainly head factory (HTC Vive, and Oculus, and Gear VR), GPU (NVIDIA, and AMD), as well as mobile chip makers such as Qualcomm, ARM, and when referring to the Intel, everyone thinks of is the CPU, for VR experience, many people will say: the CPU is not important.
The “unimportant” is a relative of GPU, for a VR Ready host, is important enough video card performance, CPU performance level is not so much on the VR experience. Media tests used the same graphics cards with different CPU, current VR gaming fluency, and not very different. They raised this question on the Intel site.
And Intel’s response is that the CPU is not so important on the one hand, can actually become more important, on the Intel involved not just the CPU of the VR.
Compared to the traditional games GPU,VR games should be the CPU, GPU and
If actual tests have found will not significantly affect CPU, Intel: what is it? Director of Intel’s Asia-Pacific Research and development limited partnership Li Dan believes that good VR experience (90Hz refresh rate, 20ms delay) are basic requirements for CPU. For example, HTC Vive minimum requirements for computer CPU is i5 4590.
Then he explains why in the VR game application, CPU importance should be larger than the traditional game. Here to refer to the difference between traditional games and VR games.
Traditional gaming GPU is the bottleneck, lots of work is concentrated on the GPU optimized, it is true. I would now like to talk about is the traditional game of CPU and GPU allocations and VR games are different.
We turn first to the traditional games, first calculate what each frame, CPU calculation is thrown to the GPU to compute, in other words of GPU Computing for a long time. GPU calculation process, the CPU will not wait for GPU, so the calculation process, CPU calculates the next frame, before losing it to GPU rendering, CPU to compute the next frame, so a frame to do so. Traditional game there’s no problem. Critical path must be the nth frame blue and green of the three frames. So traditional that we spend a lot of energy in green on this optimization.
But can’t do it on the VR, I just for my Vertigo problem is I turned at this point, if I see something and turned around and couldn’t keep up with Vertigo would be generated. Assume that at this point I turned my head, CPU will receive an instruction at this time, it lost the picture N+2 frames will calculate the new GPU rendering, GPU will be computed at Green N+2, the time was 2.5 Frames, for a long time. But VR can do, VR is very simple, the purpose of which is to reduce from head to N+2 the time frame. Therefore, VR can only do, any time I turned around, this frame is immediately calculated output, this can be reduced from 2.5Frames to 1.5Frames. If in this situation, CPU and GPU are on the critical path in order to shorten the entire process, each link should be shortened. Tell you if a VR game, more demanding than traditional high standards for performance. And VR games on CPU and GPU are raised very large requirement.
Li Dan’s the VR game rendering helps reduce dizziness, but the reality is that is not to say that game makers are rendered in this way. So he thought, “this team’s role in the industry is trying to spread the concept of what design software can make full use of all the resources to the entire computer. In other words, the design of this machine, follow the output in such a way, you may take advantage of maximum efficiency, but not according to the output in this way, the car can also run, such as gasoline and diesel can run you just slow, smoky, destroyed the machine. ”
In addition to the CPU, Intel as well as the “black science”
Besides CPU performance in the VR games get more applications, Intel has been developing the “black science” can also be applied to the VR field.
1, 3D XPoint technologies: memory and hard disk size
3D XPoint is a somewhere between memory and hard disk storage media. We know the hard drive after power off, also in memory after power off does not exist, but the memory speed is much faster than a hard disk, this is our current machine architecture. 3D compared to the XPoint SSD hard disk 1000 times faster times, life will also be SSD hard disk 1000 times, 10 times that capacity can be memory, and it is non-volatile.
2, touch technology (RealSense)
RealSense has multiple cameras, its biggest feature is the ability to track biological information within a certain range, you can simultaneously track up to more than 10 tracks. Such as the joints of the hands, perhaps more than 10 20, it can be very sensitive to track changes to each of the joints. Use RealSense can do many things, including game gesture control, remove background, 3D scanning.
Lei feng’s net exposure to VR-related companies also see RealSense applications, panoramic camera manufacturers such as Intel Capital the perfect illusion is studying the RealSense on panoramic camera, shooting can be achieved at the same time the environment is modeled in real time and set the screen overlay. In addition, other guests of this event Entertainment CEO information technology Lin Yunfan revealed a VR space orientation programme will be released in August, also used Intel technology. Lei feng’s network (search for “Lei feng’s network”, public interest) to hazard a guess that it is likely to be applied from the outside of the space positioning and RealSense positioning methods from the inside.
Lightning 3, interfaces (Thunderbolt) Givenchy iPhone case
Important PC I/O is the bottleneck, if by computer gaming video card functionality is not enough, this time to attach a graphics box, but we thought no, communication between the graphics card and CPU speed is very high, the traditional PC architecture, sometimes on the same Board, even on the same chip can do to guarantee this rate. Interface can be guaranteed with Thunderbolts 40G transfer rate to meet a high-speed external devices, this device today is the video, tomorrow it could be something else.
Intel itself has some VR thinking vendors, entertainment information technology INAVR force feedback vest (INAVR-VEST) is based on the Intel Curie module to create, this product works with game allows players to experience more real. INAVR system is an upcoming multiplayer space positioning system and VR audio also use Intel’s technology.
Of course, not to mention Intel CPU directly with products, micro-to solve the problem of VR mobile manufacturers in Shenzhen Jie, with Intel has unveiled a mobile backpack-style computer, aimed at addressing the player being towed in the VR world problems and inconvenience of moving problems. iPhone 5 case Givenchy
In addition, many people think that Intel has missed the mobile space, and Intel are still concerned. Li Dan to Lei Feng network, said Intel had developed VR-one (called All in One VR device) plan, but it is still very early, mainly because of the experience still needs greatly improved it, especially in the PC drive VR experience is still not completely mature situations.
So, when referring to Intel and VR in the future, don’t just think of them “unnecessary CPU”, Intel can provide are a lot of things for VR, is also important.