One card per eye!

nVidia has this technology that uses each card in an SLI setup to render independently, per eye.

https://developer.nvidia.com/vrworks/graphics/vrsli

Will (or does) the Cobra engine support this? And if not yet, when? Unreal Engine and Unity already has this technology integrated. Let's do more for VR in ED.

(I think this post might belong in the VR section... Mods, make the call, please.)
 
Very probably does belong in VR section, and I'd also be very interested to know if this will work with E: D. I've got a 980Ti currently, and would certainly consider buying another to set up for SLI.
 
No it's not supported.
And not going to be anytime soon either, they would basically have to rewrite the entire rendering engine for VR.

And from what I gather regarding the implementation of this in Unity or Unreal, is its not in the main engine branch and the branches that does are dodgy as all hell so as to not detract and alienate all the vr users not with SLI or less than Pascal generation cards, they rather use the more stable main engine branches.
 
That's unfortunate. I can see (no pun intended) one card per eye driving PiVR at 8k/90 fps with max performance. It would be glorious.

I wonder if FD could work with nVidia to make this happen. It would be in the interest of both. For nVidia, they get exposure for their technology and sell more cards. For FD it would be pure glory.

I could see this also paving the way for 4x way ski VR; two cards per eye.
 
I'm not sure why this couldn't be implemented in a wider array of engines... Other than the fact that it is most likely low on the totem pole due to relatively low usage.
 
I've been searching many times for information on this myself. Aparently there are multiple things that has to go hand in hand together to make it work.
First of all the Graphics drivers needs to be optimized for it. It would probable take some work from nvidia; making a SLI profile for the VR version of the game, but that is the least of the problems.
Secondly, and much more critical - the engine that renders the ingame graphics needs to support it. Unreal and Unity probably does this but Elite uses its own graphics engine "Cobra" and I doubt Frontier will be rewriting it just for this purpose. And it WOULD take a rewriting, because as it is now it's clearly not working.

That being said I personally think it would be awesome if they did it. The people who are using VR are the IT-techie-nerd-pioneers. Same customer segment who also use SLI / crossfire setups. I think the usecase would be very plausable and the amount of VR users that would benefit from it / use it would be largely above average. But thats just a gut feeling.

It could probably even help promote the use of VR to some degree if VR became more affordable with SLI setups and wasn't reserved for super highend PCs.
 
That's unfortunate. I can see (no pun intended) one card per eye driving PiVR at 8k/90 fps with max performance. It would be glorious.

I wonder if FD could work with nVidia to make this happen. It would be in the interest of both. For nVidia, they get exposure for their technology and sell more cards. For FD it would be pure glory.

I could see this also paving the way for 4x way ski VR; two cards per eye.

Would be a very 'nice to have'!

I expect FD will update the Cobra engine eventually, although it may be a few years away. A re-write to incorporate the newer VR-centric code will happen, but many developers will wait to see if any competing code sees more interest, or a common standard appears. Changing an engine from the ground up to support different render paths for hi-res VR is a tough job. At the moment we VR users only make up a tiny (less thasn 1%) of the game's players.
 
Would be a very 'nice to have'!

I expect FD will update the Cobra engine eventually, although it may be a few years away. A re-write to incorporate the newer VR-centric code will happen, but many developers will wait to see if any competing code sees more interest, or a common standard appears. Changing an engine from the ground up to support different render paths for hi-res VR is a tough job. At the moment we VR users only make up a tiny (less thasn 1%) of the game's players.

Has there ever been a survey querying how many VR vs non VR (minus those who play both VR and non-VR) users there are?

Brett C., can you provision a survey so we can get accurate numbers?
 
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