High Performance Wireless VR

We now have a working pipeline for wireless VR that can simultaneously be high performance (computationally and/or graphically).  Here is a flow chart:

 

High Performance VR in Cube flow chart

Despite how many different parts there are, it works reliably.

Here are the next steps to improving it:

  1. Replace Garfield with the render cluster in the Andrews Information Systems Building.
  2. Replace NVIDIA Gamestream and the Moonlight app with our in-house encoder / streamer / decoder solution that is currently in the works.
  3. Allow for simulation software besides Unity
  4. Replace the current VR headset with something nicer (already purchased, not yet tried).

Author: Zach Duer

Zach Duer is the Immersive Environment Specialist at the Institute for Creativity, Arts, and Technology (ICAT) at Virginia Tech. He facilitates faculty and student projects in ICAT facilities by developing interfaces and generating content. He is also an educator, artist, musician, and performer.

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