Virtual Reality is quickly becoming more and more immersive, but there’s one problem that ruins the illusion: lag. When a user moves their head and the virtual world doesn’t respond as quickly, the illusion is ruined.

This is where AMD’s (NASDAQ: AMD) new Liquid VR API comes in. Liquid VR uses a number of different methods to make sure the VR headset is responsive as possible. These methods are Latest Data Latch, Asynchronous Shaders, Affinity Multi-GPU, and Direct To Display. All of these methods are optimized for AMD GPUs, and support multiple GPUs working in-sync.

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Latest data latch promises to reduce the latency by increasing the efficiency of CPU-GPU parallelism. With this method the GPU would be provided a bigger buffer of data from CPU, making more rendered data available so less rendering time would be needed to display virtual worlds.

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Moving on to asynchronous shaders, these allow the GCN shaders on the GPU to warp the image of a user’s viewpoint before sending it to the VR headset to further reduce latency. Effectively for every viewpoint the VR headset requests, the GPU will create more data than required so re-rendering isn’t necessary.

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The Affinity Multi-GPU feature allows GPUs to work together in creating the stereoscopic image. Effectively each GPU would render a single eye’s viewpoint before combining them into one stereo 3D image.

Finally Direct to Display is simply a plug-and-play feature allowing cross compatibility of VR headsets with Radeon GPUs.

All in all Liquid VR is a promising early step towards a much-needed API for VR gaming. As this API matures AMD will have no trouble getting VR headset vendors on board.