LiquidVR™ provides a Direct3D 11 based interface for applications to get access to the following GPU features regardless of whether a VR device is installed on a system:

TrueAudio Next : is a scalable AMD technology that enables full real-time dynamic physics-based audio acoustics rendering. Leveraging the powerful resources of AMD GPU Compute, it enables the truly immersive audio required to achieve full presence in VR.

: is a scalable AMD technology that enables full real-time dynamic physics-based audio acoustics rendering. Leveraging the powerful resources of AMD GPU Compute, it enables the truly immersive audio required to achieve full presence in VR. Asynchronous Shaders : Provides a subset of the async compute functionality native to Direct3D 12 in Direct3D 11. Helps to increase performance and decrease latency.

: Provides a subset of the async compute functionality native to Direct3D 12 in Direct3D 11. Helps to increase performance and decrease latency. Affinity Multi-GPU : Provides the ability to send Direct3D 11 API calls to one or more GPUs set via an affinity mask.

: Provides the ability to send Direct3D 11 API calls to one or more GPUs set via an affinity mask. Latest Data Latch : Provides the ability to update data asynchronously from the CPU to reduce input or sensor latency.

: Provides the ability to update data asynchronously from the CPU to reduce input or sensor latency. Direct-to-Display : Bypasses the operating system and sends the result of VR rendering straight to the headset for lower latency and better compatibility. This LiquidVR functionality is exposed in a special SDK targeted at headset vendors, and is not application-accessible.

: Bypasses the operating system and sends the result of VR rendering straight to the headset for lower latency and better compatibility. This LiquidVR functionality is exposed in a special SDK targeted at headset vendors, and is not application-accessible. GPU-to-GPU Resource Copies : Provides ability to copy resources between GPUs with explicit control over synchronization.

: Provides ability to copy resources between GPUs with explicit control over synchronization. Motion Estimation: Calculates the motion estimation generated from two surface frames. Motion estimation works on specific GPUs and can be used for ASW.

Vulkan Interoperability: Provides conversion for buffers, surfaces and semaphores.