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MTBS3D RT @IntelSoftware: Register for The @IFCSummit today to meet content creators, innovators, and educators! Get exclusive access to education…
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MTBS3D RT @IFCSummit: Melissa Brown, Senior Director of Developer Relations for @ultra_io will be speaking on our upcoming #Crypto and #Blockchain
MTBS3D RT @IFCSummit: Ernestine Fu is a Venture Partner at @alsoplouie and will be joining the #IFCSummit investment panel. #venturecapital #cloud
MTBS3D RT @IFCSummit: New ticket option available for independent studios, small businesses and start-up companies. It’s a full access ticket sell…
MTBS3D RT @IFCSummit: #IFCSummit is thrilled to welcome Jen MacLean, Head of Worldwide Business Development for Small and Mid-Sized Studios in the…
MTBS3D RT @IFCSummit: #IFCSummit ticket sales end October 31, 2019 at 5:00PM PST or when tickets are sold out. If possible, new block may become a…
MTBS3D RT @IFCSummit: Christopher Croteau, Executive in Residence at @intel Capital is speaking at #IFCSummit. He has 25+ years of experience in t…
MTBS3D RT @IFCSummit: .@AccelByteInc builds and operates large scale online game publishing platforms via cloud technologies. Kevin Robertson, the…
MTBS3D RT @IFCSummit: .@CintooCloud converts data in the #Cloud. Dominique Pouliquen, CEO of Cintoo, will discuss their unique problem-solving cli…
MTBS3D RT @IFCSummit: Nick Thomas is the Vice-President of Commercial Partnerships for @playhatchglobal and is speaking at #IFCSummit. #playhatch
MTBS3D RT @IFCSummit: #VR/#AR industry spokesperson and thought leader,@tipatat Chennavasin of the Venture Reality Fund is speaking at #IFCSummit.…
MTBS3D RT @IFCSummit: .@Dell’s Director of Virtualization and Commercial #VR and #AR is speaking at #IFCSummit. https://t.co/aBSSFDfmE6
MTBS3D RT @IFCSummit: .@tifcagroup’s International Future Computing Summit ushers in #clientocloudrevolution. #IFCSummit #PC #cloud #XR #VR #AR #A
MTBS3D RT @IFCSummit: Dr. Ali Khayrallah, Engineering Director for @ericsson speaking at #IFCSummit. #clientocloudrevolution #cloudcomputing #futu
MTBS3D RT @tifcagroup: TIFCA releases new #ClienttoCloud Vision Document and a $200 off code for @IFCSummit tickets. #TIFCA #IFCSummit #cloud #cli
MTBS3D RT @IFCSummit: .@tifcagroup releases new #ClienttoCloud Vision Document and a $200 off code for #IFCSummit tickets. #TIFCA #cloud #clientot
MTBS3D RT @MTBS3D: Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory, will be spe…
MTBS3D Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory,… https://t.co/sMLRxLd7eE
MTBS3D RT @IFCSummit: #IFCSummit is proud to announce @intel as a Platinum Sponsor! #Intel #futurecomputing #cloud #gamedev #AI #AR #VR https://t.…

GameGradeVR Certification Categories

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Certification


GameGradeVR is an online database of PC games and their level of compatibility with different software and hardware solutions on the market.  It is completely gamer driven, and the scoring criteria are 100% objective in nature so all submissions will hold up to public scrutiny.

When a gamer makes a submission, they are asked a series of questions about the game, its VR experience, what eye candy features need to be turned off (if any), and the level of stereoscopic 3D and VR flexibility they have at their disposal.

General Quality Assurance

The first part of the score is the Quality Assurance (QA) portion.  All games begin with a QA score of 100%, and get deductions for reduced graphics settings, VR settings, and remaining anomalies.  Reduced graphics settings refer to “eye candy” features that need to be turned off so the game can be played without visual problems or head tracking incompatibilities.  This is not related to performance saving measures that are required to play the game fast enough.  If the remaining score is passable, games are rated as Bronze, Silver, Gold, and Platinum.  The scores required for each level are as follows:

Platinum
DDD Gold iZ3D Bronze Nvidia Silver Native Silver Certification
    Quality assurance score is 100%.


    Gold
    DDD Gold iZ3D Bronze Nvidia Silver Native Silver Certification
    • Quality assurance score ranges from 85% - 99%.

    Silver
    DDD Silver iZ3D Bronze Nvidia Silver Native Silver Certification
    • Quality assurance score ranges from 65%-84%.

    Bronze
    DDD Bronze iZ3D Bronze Nvidia Bronze Native Bronze Certification

    Quality Assurane score ranges from 25%-64%


    Uncertified

    Uncertified

     One or more critical errors AND/OR remaining quality assurance score of 0% to 24%


    Visual Flexibility

    The second part of the score is related to visual flexibility.  Out of screen effects are a little harder to define with head mounted displays, but they refer to the point of "convergence" or when the left/right eye images overlap.  While visual flexibility is not treated as a QA deduction, GGVR is designed so that gamers will see which titles offer the VR options they are looking for, and what trade-offs are needed to attain that flexibility.

    Grade A

    Grade A offers the most flexibility.  The game can be played with maximum "eye candy" settings and there are no discernable artifacts or anomalies when played in a combined depth and pop-out experience as described in MTBS' Stereoscopic 3D Settings Guide.

    Some driver developers force certain eye candy settings off, despite what is adjusted in the game.  This would NOT qualify for a Platinum grade.

    Grade B

    The game can be played with a combined depth and pop-out experience and there are no visual anomalies.  However, the game does require one or more "eye candy" settings to be turned off (e.g. bloom, HDR lighting, depth of field, glow, etc.).  Drivers that forcibly turn game settings off would fall in this category as well.  For example, shadows that are turned on in the game, but don't actually appear in stereoscopic 3D or VR mode.

    Grade C


    While the game can be played with a combined depth and pop-out experience, some non-critical visual anomalies remain.  The game may or may not require one or more "eye candy" settings to be turned off (e.g. bloom, HDR lighting, field of view, glow, etc.).

    Grade D

    This is the lowest level of visual flexibility.  The game is either designed to be played this way, or a "depth only" situation is required because it will otherwise be plagued by critical anomalies and visual errors.  The game may or may not require one or more "eye candy" settings to be turned off (e.g. bloom, HDR lighting, field of view, glow, etc.) as well.  This would also apply to native games that prevent the images from crossing over, or clip the image at just the point when this would naturally happen.