VRWorks is a collection of SDKs which help software developers to speed up VR applications by accessing special hardware features.
OpenVR and OpenXR are APIs for applications to communicate with a AR/VR runtime.
Some VRWorks samples are provided with OpenVR support so you can try them out in an HMD. You could as well write a sample for OpenXR.
Maxwell/Pascal are the minimum requirements for VRWorks, so Turing or Ampere (RTX) will also work.
To send a ray traced scene to an HMD you will need to look into Optix/CUDA interop to a graphics API as VR runtimes (both OpenVR and OpenXR) expect the application to render in DX, GL or Vulkan. As VRWorks mostly contains samples for raster graphics, it will not help you here.
Thanks for your reply. One additional query regarding the
interop between OWL-OptiX-CUDA and OpenXR supported APIs. Besides your mentioned APIs, would NVidia extended version APIs would also work? For exampling, if I using DX Ray tracing, or Vulkan Ray Tracing extension. Literally if DX 12 works, then DXRaytracing should also work in a similar way.
If you implement ray tracing on DX ray tracing you are using the DX12 API and can directly interface the OpenXR or OpenVR API. No special interop would be needed here.
Similarly, if you implement ray tracing based on Vulkan ray tracing you can use the Vulkan support of OpenXR/OpenVR to provide your renderings to the VR runtime.
No, I was talking about
OptiX, CUDA-> send the rendered data to DXR -> SteamVR -> Visualize in VR Headset
You can also interop from CUDA to DX to provide the renderings to SteamVR, yes.
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