NVIDIA releases SDKs for VR platforms

VRNVIDIA has released the 1.0 version of two powerful VR software development kits (SDKs) — NVIDIA GameWorks VR and NVIDIA DesignWorks VR — to help developers deliver VR games and applications.

Immersive VR requires seven times the graphics processing power compared to traditional 3D apps and games.


When used in conjunction with the company’s industry-leading GeForce and Quadro GPUs, these SDKs provide developers the tools to create VR experiences, increase performance, reduce latency, improve hardware compatibility, and accelerate 360-degree video broadcasts.

Both SDKs offer a comprehensive set of APIs and libraries for headset and app developers, including new NVIDIA Multi-Res Shading Technology. Available publicly for the first time, Multi-Res Shading is an innovative rendering technique that increases performance by as much as 50 percent while maintaining image quality. The 1.0 SDK releases also support Windows 10.

VR developers can download the GameWorks VR SDK at https://developer.nvidia.com/gameworksVR. The updated release of DesignWorks VR can be accessed by registering at https://developer.nvidia.com/designworks-vr.

abi researchABI Research: AR bigger than VR
In another development, ABI Research expects augmented reality (AR) market to be bigger than VR in time. The AR market is projected to reach about US$100 billion by 2020.

AR smart glasses are forecasted to ship 21 million total units in 2020, with a compound annual growth rate (CAGR) of 78 percent from 2015 to 2020. Total revenues for the AR market will follow a similar trend, with an estimated CAGR of 73 percent from 2015 to 2020, and encompassing both dedicated AR hardware sales and mobile, as well as dedicated AR content and software revenues.

The revenues will be split between a number of major verticals, including education, gaming, healthcare, industrial, and retail, among others.

The VR market will see similar growth rates but in a much smaller market compared to AR.

“We expect revenues to primarily favor the healthcare and industrial verticals, owning approximately 54 percent of the market, thanks to more progressive technology adoption habits along with strong use case applicability. On the other hand, mobile devices being used for AR will have a larger user base than dedicated AR devices across all verticals,” said Eric Abbruzzese, Research Analyst of ABI Research.

Industrial and healthcare applications will continue to be the dominant verticals through 2020. In addition, more consumer-focused verticals, such as gaming and media & entertainment, will primarily be found on mobile devices, at least until more dedicated AR devices support unique gaming content, such as the Microsoft HoloLens being used for Minecraft.

“Mobile devices will primarily account for software and content revenues, and they will better target consumer audiences than more expensive dedicated AR devices like smart glasses. The high-end focus of verticals like healthcare and industry will demand high-end devices, and thus will see higher hardware revenues. However, the more budget-minded consumer crowd will prefer low cost mobile AR experiences, in a similar fashion to Mobile Virtual Reality devices,” said Abbruzzese.