Will Elite: Dangerous ever support VRWorks and/or LiquidVR?

my guess is that for this to ever take off it needs to be embedded in the VR software somehow to automatically do the legwork rather than making it up the devs to put in on a game by game basis.

no idea how feasible that is however.
 
I really wonder how many regular VR gamers are out there for ED.

About the niche in the niche - the effort to make it happen doesn't look too big. And it would help VR to come out of the niche when GPU performance is not a limiting factor anymore.
And then the gains for the community would be really big since ED usually is a game you spent hundreds of hours, there are many that would spend the money for a 2nd GPU, that's certain.

But the only game I know of that supports Multi GPU VR is Serious Sam.
 
I really wonder how many regular VR gamers are out there for ED.

About the niche in the niche - the effort to make it happen doesn't look too big. And it would help VR to come out of the niche when GPU performance is not a limiting factor anymore.
And then the gains for the community would be really big since ED usually is a game you spent hundreds of hours, there are many that would spend the money for a 2nd GPU, that's certain.

But the only game I know of that supports Multi GPU VR is Serious Sam.
Raw Data should be another one, but they are still few and far between.

There was talk not so long ago that VRworks was to be added into the main branches of Unreal engine and Unity, but up until now, those who have tried applying VRworks has had a horrible time of just getting the game to work at all afterward, pretty much anyone not on a Pascal series GPU was left out in the cold, and that's why no one has really added support for it cause it would be a huge programming task to adapt to this API and then it would at best ruin the game for 60-80% of their players.

Croteam might be in a better position than most, they are both highly skilled, yes more so than FD, and have been constantly tuning and working on their engines.
And unlike so many other VR dev's like FD they are proper development house, not five guys in a basement with a rift and a vive to share.
 
Croteam might be in a better position than most, they are both highly skilled, yes more so than FD, and have been constantly tuning and working on their engines.
And unlike so many other VR dev's like FD they are proper development house, not five guys in a basement with a rift and a vive to share.

eh - quite the opposite. With 30m GBP spendings FD's head count is way beyond 200 today. Carlo Jez of Croteam wrote it took them a week to get the shaders for single pass MGPU reworked, 4mths later he posted about multi view rendering improvements.

It's just about the priority list of FD in case of the AMD solution. For your statements about nVidia I'm skeptical too, a separate code path for specific hardware is not like rocket science, and Pascal surely is the most widely used GPU arch for VR anyway. So again, just up to FD to get behind it. But as with any other progress in the game made since 2014, VR enhancements are scarce... it looks like they don't really care...
 
Both Nvidia and AMD have multi-GPU APIs for SLI and CrossFire, but they depend on developers actually supporting them. I would love to hear something about this from FD.

Short article on the matter:
https://www.vrheads.com/can-i-use-both-graphics-cards-vr

VRworks is supported by Croteam and their VR games, Raw Data also makes use of it. As does the ABANDONED Eve Valkyrie. All of these games saw MASSIVE performance increase when the developers added VRworks.

Before Raw Data got the VRworks support I had to run it on medium detail. When they added VRworks I am able to completely max the game out in VR and maintain smooth performance.

I will be adding a second GPU for 3d rendering (Octane Render). It's bloody annoying that most games don't make full use of GTX 1000 series. VR game performance is being crippled just because a developer doesn't make the effort to support these features. VRworks does not require massive development and it takes nothing away from non-Nvidia users.
 
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With current Vive pro, Samsung Odyssey and Pimax higher resolution headsets coming out, the limiting factor is gpu. My setup was built purely for ED and have another 1070 day gathering dust. This most definitely gets my vote! Would love to be able to push the settings up for my Odyssey. 👍🏻
 
I so wish this got introduced, it makes sense assign each GPU to an eye. You would think all VR enabled games would follow this principle.

Will new era also include VTworks capabilities
 
I so wish this got introduced, it makes sense assign each GPU to an eye. You would think all VR enabled games would follow this principle.

Will new era also include VTworks capabilities
I am going to humbly submit that this is the wrong question, assuming the end goal is basically to have more compute available to support VR gaming.

Might I suggest the proper question might be more akin to, "When will Microsoft pool available compute resources within DirectX such that a homogeneous resource pool is available to any game engine using DirectX".

How they might do it and where it will be weak/strong etc. is a whole other deep dive on it's own but, IMO, until game engines can stop worrying about 'how' DX aggregates resources, we'll have nothing but niche of niche approaches for which Dev's have zero incentive unless people like DB, CR, JC etc. are SLI/XFire fanbois. And even then, what about Intel? The data on Xe suggests we're going to have a 3rd player - somewhere in the mid range. Leaks suggest Xe for mobility will compete with desktop low/mid range so high end should be interesting - and a complicating factor for multi-gpu.

Didn't Microsoft talk about this as a concept when they were working out standards for DX11 or DX12? I guess that went no-where but clearly they're thinking about it.
 
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