03-21-2017 08:10 AM
03-22-2017 04:05 AM
Some vr games do support sli so leaving it turned on will allow them to use sli
03-22-2017 04:19 AM
Porthgwidden said:
Thank you, that's a great help. So, daft question, what's the other card for?
03-22-2017 04:43 AM
03-22-2017 07:14 AM
cybereality said:
So the performance is there if developers spend the time to properly optimize. It just seems most don't have the interest, or feel the market is too small to be worth the effort.
03-22-2017 08:30 AM
kevink808 said:
cybereality said:
So the performance is there if developers spend the time to properly optimize. It just seems most don't have the interest, or feel the market is too small to be worth the effort.
Can't say I blame them. No way am I spending another $700 for a second graphics card. I love VR and all, but that's when it starts to encroach on my other expensive interests and hobbies. The engineers would probably enjoy the challenge, but the execs have a business to maintain.
07-27-2017 11:05 AM
07-27-2017 11:36 AM
07-27-2017 12:07 PM
07-27-2017 07:30 PM
kojack said:
There's two problems:
- 99% of vr devs just use Unreal or Unity. It's up to Epic or Unity to implement sli/crossfire support.
- For anyone actually adding support to an engine, they have to implement 3 different systems: vrworks, liquid vr and normal. That's a lot of extra effort that could have been spent on optimising to run well on a single gpu.
11-03-2017 04:39 PM
Mradr said:
kojack said:
There's two problems:
- 99% of vr devs just use Unreal or Unity. It's up to Epic or Unity to implement sli/crossfire support.
- For anyone actually adding support to an engine, they have to implement 3 different systems: vrworks, liquid vr and normal. That's a lot of extra effort that could have been spent on optimising to run well on a single gpu.
But if you are seeing a massive 50% gain in a title - wouldn't you want your game engine to support it in the first place? That's free performance increase over anything 50% +. To me - it just feels like more or less no one really understands how it works. I mean yea sure - you want to make sure the game runs well - but at max you can only - what - pull another 10-15% out of a game if the game was design right in the first place? That takes how much time to really do right?
To be honest - Oculus should be putting pressure on game engines to support multi GPU and DX12 games. They can call them Spot Light Games that will show up first on the top of the list of games. This means devs will get a free benefit of being seen more by the public if they do put more work into supporting such features in the first place.
Not even this - but feature technology as we continue. Like supporting touch, eye tracking, better lighting, multi gpu, etc etc. Sure not all devs will do all these things - but if you can reward for doing so - then that will push more devs to do just that one more spec in the process to make it so.
If I knew newer titles might support such a feature - I would most likely buy another Fury X card for that alone.
https://developer.nvidia.com/vrworks/graphics/vrsli
Going off that - it doesn't even seem like you really need a dev to do anything really. Just tell the render to shift the same work over to the other GPU for the left or right eye and display the results. Looks like any game engine could have this feature enabled from the start with little to no worries from the dev side of things from a render point of view. Should work with both AMD and Nvidia right off. Force devs and customers to request the feature be built into a game engine and have it turn on by default for VR - by rewarding with stars or some other value and boom features/support will come out like crazy.