Post Magazine

September 2016

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SPONSORED CONTENT capability of reducing the number of objects on the screen or can reduce the texture sizes in order to fit the power of the destination machine beforehand or dynamically. is is typically how games work today — it assesses the capability of the machine it is running on and then scales accordingly. However, we are now talking about the real world with business environments where reduction of quality and fidelity of your product, that you are trying to make stand head and shoulders above the competition, is not an option. Imagine you are in architecture and construction and you have a beautiful new VR model of a building that you can take a customer through. e customer will be able to visualize the space exactly, no more trying to visualize from elevation drawings, no more 3D models being made so customers can walk around the outside — they can see the space, they can see the lighting at different times of day, they can see how the staircase and other architecture designs flow. Now imagine if you do not have a computer powerful enough to run it at the frame rates mentioned above. Do you lose one of the four walls? Do you make surfaces that have low fidelity for the sake of performance and then lose the 'wow' factor? is is not an option for businesses. Dell has thought about these pain points for their customers and are delivering solutions. Rather than taking a chance and hoping the right power of PC is purchase for the models, Dell invites customers, via their account teams, to book time in one of the VR Centers of Excellence around the world. ere the customer has access to many different configurations and experienced resources that can help to shape the experience with the customer's data. At no money down, it is a risk-free environment that a customer can see if VR is right for them and what size system would be best suited to their requirements. Another key factor in VR creation is using the right tool for the job. It does, at first glance, seem that you can take a base level system, add a consumer graphics card that supports VR, take your soware and then create a VR opus. is may be true for hobbyists to get a feel for the system, but in professional organizations, time is money. Consider cable TV brought into the home — you consume that at a resolution of 1080i, but the production companies do not film in that resolution. ey are filming at 4K, 8K or above resolutions. is allows them to re-release content as technology progresses by rendering the higher resolution content to the destination platform. In much the same way, the consumer level system is the destination platform with a lower processor core count and a smaller GPU frame buffer than a system that a professional would use. At Dell, the Dell Precision range of workstations are tailored to give the best performance and reliability when creating VR content. For the larger textures and video stitching there are GPUs available with up to 32GB of frame buffer memory and CPUs with up to 22 cores per CPU — all of this amounts to a powerhouse for creating VR and having a shorter time to market and faster return on your technology investment. e workflow is also important when deciding on the system you intend to use — ISV applications (certified and fully supported applications on a tested platform) will still make up 80% of the VR workflow and will still be run in the traditional 2D, monitor environment. e remaining 20% will be validation of the output in a VR head mounted display. erefore, when considering your next VR-Ready system, make sure you are looking for an ISV-certified workstation, such as Dell Precision workstations, for the applications you are running that also supports VR, rather than looking for a VR system that you could run an application on, but may not be supported. e savings in initial hardware cost could be far exceeded over time by loss of productivity through slow rendering and potentially inaccurate models and longer times to market. By considering the points above and partnering with Dell for your next VR project, the fruits of your labor should be smoother, more cost effective and faster than ever before. — GARY RADBURN, DIRECTOR OF WORKSATION AR AND VR, DELL SPONSORED CONTENT SPONSORED CONTENT a lower processor core count and a smaller GPU frame buffer than a system that a professional would use. At Dell, the Dell Precision range of workstations are tailored to give the best performance and reliability when creating VR content. For the larger textures and video stitching there are GPUs available with up to 32GB of frame buffer memory and CPUs with up to 22 cores per CPU — all of this amounts to a powerhouse for creating VR and having a shorter time to market and faster return on your technology investment. e workflow is also important when deciding on the system you intend supported applications on a tested platform) will still make up 80% of the VR workflow and will still be run in the traditional 2D, monitor environment. e remaining 20% will be validation of the output in a VR head mounted display. erefore, when OF WORKSATION AR AND VR, DELL

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