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VT MAK Releases VR-Vantage 2.3 | See also VR-Forces 4.6

To read the VR-Vantage 2.3.1 Maintenance Release Announcement, click here.


VT MAK is pleased to announce the release of VR-Vantage 2.3!
This major feature release adds many new features, while continuing to make significant improvements to our visuals, performance, and content.



  • Smoother Scenes – Hundreds of small changes to performance along with the removal of stalls add up to smoother scenes in almost every application.
  • Faster Lightpoints – Lightpoint rendering has been moved to a single pass in the shader, allowing for vast numbers of lights to be rendered with a small performance impact.
  • Better Thread Management – reduces stalls between data loads.
VR V Lightpoints HR
  • Shadow Performance Improvements –There are a few configuration options for shadows that can greatly improve shadow render performance on some terrains
  • Modern Graphics Techniques –The addition of computer graphics techniques that take advantage of the graphics hardware make stunning scenes with excelent performance.
  • Indirect Rendering and Bindless Textures – These techniques allow VR-Vantage to combine content efficiently, and render the scene with a minimum number of "draw calls" - greatly improving run-time performance and reducing stalls — Particularly important for buildings on CDB terrains, and point feature buildings in VR-TheWorld terrains.
  • Alpha to Coverage -a high-perfomance multi-sampling technique to improve visual quality that is particularly useful for scenes with grass and dense foliage.


 VRV 2pt3 Ship Sunset


  • Shadows - There have been many changes to the shadow system: Now all trees and vegetation can receive shadows and ships can cast a shadow on the water.
  • Ocean Rendering - Specular highlights on the water have been greatly improved. Additionally objects in the water, like ships will block specular highlights leading to more realistic lighting on the surface of the ocean.
  • Effects Map Improvements - Procedurally generated buildings (buildings that are created from vector data) can have lighting effects maps. OpenFlight models that have built in effects maps are supported.
VRV 2pt3 Ocean specular
  • Hemispheric Ambient Adjustments - The underside of objects, terrain, and human characters will be slightly darker creating more realistic scenes.
  • Lightpoints - Lightpoints now have configurable fade out distances and appear more realistic in the scene.
  • Planar Reflections support dynamic trees –Users can see trees in water’s reflection.
  • Improved cloud synchronization -Many cloud layers are now synchronized between different instances of VR-Vantage, providing a consistent scene across different simulators.


CDB Terrain:

  • Load CDB Terrain without Preprocessing or Conversion – VR-Vantage supports imagery, elevation, light maps, land use data, geotypical and geospecific layers. VR-Vantage allows for further improvement of CDB terrains by replacing static tree models with dynamic vegetation, which moves with the wind, for any geotypical or geospecific tree layer.


Procedural Terrain:

  • Open Street Map Data - has been updated to include significantly more buildings, roads, and other information about your world.
  • Road Flattening - Your road network from Open Street Maps can be flattened as it passes through sloping terrain making for more realistic on-the-ground experiences.
  • Elevation Noise - Procedurally generate a noise pattern on the elevation layer that gives relatively flat terrains more diversity.



  • Support for NVidia NSight – a runtime tool to help diagnose rendering performance so users can make content tradeoffs.
  • New Light-point configuration – all light-points can be configured through a simple data table, enabling the use of common tools like a text editor or MS Excel.
  • Efficient replacement of external references with dynamic, animating trees.
  • DIS 7 improvements to the Attribute PDU, enabling simulation developers to send additional attributes to be rendered in VR-Vantage.
  • Improved statistics displays to make debugging your scene easier, particularly on warpped or multi-channel displays.


User Improvements:

  • Terrain Saved Views - users can now save views associated to a particular terrain. For large complex terrains this makes it much easier to find commonly used places.


Virtual Reality Improvements:

  • Support for HTC Vive
  • Support for Oculus Rift CV1
  • Support for Windows Mixed Reality


  • Users can now use Open Street Map data for Material Classification On Demand, increasing fidelity for visual simulators requiring physics based sensor visuals while reducing the time needed to manually classify terrain.
  • Switches between sensor mode configurations occur instantaneously.
  • Multiple sensor modes can be views on different windows at the same time. For example, one window can render a MWIR and a second window can render a LWIR at the same time.



  • Brooklyn building interiors.
  • Greatly extended California terrain.
  • Improved Ala Moana terrain for off-line use.
  • 180 new types of dynamic trees and vegetation.
  • Many new high quality models.


For a complete description of these new features, as well as information on other improvements including bugs fixed, please see the Release Notes:
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