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Guru3D.com » News » NVIDIA Showcases Multi-Users VR System Concept

NVIDIA Showcases Multi-Users VR System Concept

by Hilbert Hagedoorn on: 05/09/2017 05:20 PM | source: | 14 comment(s)
NVIDIA Showcases Multi-Users VR System Concept

And it only needs four NVIDIA Quadro P6000 GPUs per system to run it :) At the GPU Technology Conference this week, NVIDIA is showcasing a proof of concept, developed by NVIDIA engineers, that to showcase a multi-user, location-based VR system.

Whether you’re using it to play a game, hold a meeting or design a new building while out in the field, VR is pushing the limits of human experience. An unfulfilled promise of VR has been a single system allowing multiple people to collaborate and interact with each other in a shared experience. NVIDIA VR multi-user VR system VR for four: NVIDIA’s multi-user VR system will be on display at GTC. At the GPU Technology Conference this week, we’re showcasing a proof of concept, developed by NVIDIA engineers, that aims to do just that. Using four NVIDIA Quadro P6000 GPUs running four virtual machines on a PC server, we were able to power four HTC Vive Business Edition headsets all from a single box. This four-way PC, combined with HTC’s Lighthouse tracking system, enables four people to use VR all sharing the same physical space.

Multi-user systems open up opportunities to use VR in everything from amusement parks and arcades to military and first responder training, to manufacturing and design. The setup minimizes the space, power and cooling required, making the system portable and quick to deploy. This is particularly advantageous for the growing market for location-based VR environments, the customized VR spaces popping up at cinemas, shopping malls and elsewhere.

The system’s compact size brings full-featured VR capabilities into tight or unconventional spaces, like naval ships and mobile command centers, where simulation training can add tremendous value.
 

 
Initially, the reason for developing this system was to figure out a way to support multi-user VR. However, other interesting use cases began to emerge, including a mixed-reality spectator view, where some virtual machines drive head-mounted displays for participants, while others drive virtual cameras for observers.

“The possibilities are endless,” said Tom Kaye, a senior solutions architect at NVIDIA who helped develop the system. “With the addition of remote management and reliability features, such as multiple templates, clone on boot and remote rebuilds, we could see system builders working to create a robust, ready-to-deploy multi-user VR appliance.”



NVIDIA Showcases Multi-Users VR System Concept




« Microsoft Patches the "Crazy Bad" Windows Vulnerability · NVIDIA Showcases Multi-Users VR System Concept · Nvidia First Quarter Fiscal 2018 Financials - Double Profits due to Nintendo Switch »

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Battlefieldprin
Senior Member



Posts: 146
Joined: 2013-08-18

#5429906 Posted on: 05/09/2017 07:56 PM
SO , few years from now , a consumer lever GPU will equal all these puppies , and the technology will be in our homes ! thinking of multiplayer with VR !! hope I will be around lol !

rush21hit
Junior Member



Posts: 5
Joined: 2015-12-20

#5429926 Posted on: 05/09/2017 09:01 PM
The dream of VR.

Why do I have to witness these...

Another reason to live a healthy life. *promptly sips beer

stereoman
Senior Member



Posts: 785
Joined: 2011-12-06

#5429927 Posted on: 05/09/2017 09:01 PM
there's already multiplayer in VR but this is the first time people can share the same play area which is kind of cool, I can see why they went with vive to do it what with oculus lacking the front camera would be a bit awkward if something went wrong with everyone bumping into each other.

wavetrex
Senior Member



Posts: 1364
Joined: 2008-07-16

#5429999 Posted on: 05/10/2017 12:28 AM
Finally a reason for Triple and Quad-GPU cards/setups !

PrMinisterGR
Senior Member



Posts: 7523
Joined: 2014-09-27

#5430015 Posted on: 05/10/2017 01:33 AM
The only thing I'm interested about in VR for real for now, is the latency improvements and rendering tricks like warping it can bring to normal rendering.

Until the point where headsets can do 4k120 and cost ~$100, VR will be a niche.

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