SLI mode

greetings cmdrs!
as i understand it, at the moment SLI is not supported in VR mode (SteamVR).
will there be support for SLI in VR mode sometime ?
 
SLI isn't supported in either Rift or Steamvr runtimes.

And for it to be supported FD would have to re-write the entire rendering engine to incorporate the API's for it.
They have no plans for doing so, at least not yet.

But they are using the same base engine for their other games as well so they are updating it, it just probably won't get a pass like that for at least another few years.
 
SLI isn't supported in either Rift or Steamvr runtimes.

And for it to be supported FD would have to re-write the entire rendering engine to incorporate the API's for it.
They have no plans for doing so, at least not yet.

But they are using the same base engine for their other games as well so they are updating it, it just probably won't get a pass like that for at least another few years.
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Not true; VR SLI can be forced on with Oculus Rift by enabling it in the nVidia Control Panel. This does not work with the Vive, however. From other users' accounts, VR SLI through Oculus is quite spectacular.
 
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Not true; VR SLI can be forced on with Oculus Rift by enabling it in the nVidia Control Panel. This does not work with the Vive, however. From other users' accounts, VR SLI through Oculus is quite spectacular.

Note that this opinion conflicts with many reports that SLI modes do not perform as well as a single GPU.

SLI in VR requires careful handling of many aspects of the rendering pipeline, not just 'throwing silicon at it'. VR rendering does not work the same way as SLI or AFR in a 2D monitor.
 
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Not true; VR SLI can be forced on with Oculus Rift by enabling it in the nVidia Control Panel. This does not work with the Vive, however. From other users' accounts, VR SLI through Oculus is quite spectacular.

There are a few titles on the vive that support sli vr natively. Like nvidia Fun House and the Star Wars demo.
 
I know AMD and Nvidia are looking at turning SLI and Crossfire set ups to run a eye piece from each card. Problem is they need to have them synced correctly otherwise you're going to be blowing chunks. I know they will get there eventually though I am just holding off on getting another card until they do.

For information I run a HTC Vive with a R9 480 sapphire 8gig card. Can play Elite Dangerous on VR Medium settings with all the graphic options set to high without any problems. Still unsure why I can't run it in VR High without it artificing though, for some reason my set up really doesn't like that.
 
I know AMD and Nvidia are looking at turning SLI and Crossfire set ups to run a eye piece from each card. Problem is they need to have them synced correctly otherwise you're going to be blowing chunks. I know they will get there eventually though I am just holding off on getting another card until they do.

For information I run a HTC Vive with a R9 480 sapphire 8gig card. Can play Elite Dangerous on VR Medium settings with all the graphic options set to high without any problems. Still unsure why I can't run it in VR High without it artificing though, for some reason my set up really doesn't like that.

Try turning Interleaved reprojection off... the artifacts should go away. Interleaved Repro will keep your frame rate fixed to 45.
Keep Asynch reprojection turned on.

Full_Ninja is right - some titles do have SLI support in VR. nVidia's Funhouse is a demo title which has the capacity for SLI VR built in (and you'd expect that from nVidia since they designed the driver tech). Other developers will use it in time... once mainstream cards can do it. Right now its only the 1060 and above from nVidia (not sure about the 1050Ti etc, or AMD cards, if there is an equivalent technology from AMD.)

Unfortunately, ED does not, and it will take some rewriting of the Cobra engine to build that in. Timing is critical in VR - much more so than in 2D SLI or AFR modes.

SLI will come in due course, but just like 2D titles with patchy SLI support, SLI-capable players are a tiny minority and each developer will make the decision as to whether SLI is worth the additional programming time.
 
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One of the guys I fly with every now and then last night insisted that he's running Elite in his Rift CV1 with 2 980's in SLI. He says with the game running he sees load on both GPUs and Elite runs perfectly. When I first got my Rift I had the 9 series Titan Z dual GPU card with 12GB RAM. Great card for CPU computing and very good, at the time, for gaming. When I got my Rift and tried to play anything I had this horrible mirrored ghost effect in the headset, disabling SLI fixed this - not just for Elite but for every game I tried.

I asked if soon, hopefully tonight I could jump on his computer via remote desktop to poke around, he's a very straight forward kinda guy so I certainly don't think he's lying or anything of the sort. He's somewhat techie but I'm thinking he's got something confused or is looking at the wrong stats, etc.

So am I crazy for telling him there is NO WAY that he's playing Elite using SLI on 2 980s? I'll post back once I've actually seen his setup, any early thoughts on what I might find? He swears he's looking at Task Manager, MSI Afterburner and NVIDIA Inspector - so I'm totally confused as to what he's seeing...

~X
 
Hello, I am the pilot in question. Talking with Exigious last night (he didn't quite remember all the details), I told him I run an OSVR HDK2, 2 GTX 980's in SLI. I have 6 monitors, I enable the top and middle one, turn on SLI, and I can run ED on it. Here is a quick demonstration....I will reinstall afterburner and show the results of gpu usage - if I remember right it still only used the primary card.

https://drive.google.com/file/d/0B0HcYHil5jc_dlFpQlRXUHRqQW8/view?usp=sharing
 
One of the guys I fly with every now and then last night insisted that he's running Elite in his Rift CV1 with 2 980's in SLI. He says with the game running he sees load on both GPUs and Elite runs perfectly. When I first got my Rift I had the 9 series Titan Z dual GPU card with 12GB RAM. Great card for CPU computing and very good, at the time, for gaming. When I got my Rift and tried to play anything I had this horrible mirrored ghost effect in the headset, disabling SLI fixed this - not just for Elite but for every game I tried.

I asked if soon, hopefully tonight I could jump on his computer via remote desktop to poke around, he's a very straight forward kinda guy so I certainly don't think he's lying or anything of the sort. He's somewhat techie but I'm thinking he's got something confused or is looking at the wrong stats, etc.

So am I crazy for telling him there is NO WAY that he's playing Elite using SLI on 2 980s? I'll post back once I've actually seen his setup, any early thoughts on what I might find? He swears he's looking at Task Manager, MSI Afterburner and NVIDIA Inspector - so I'm totally confused as to what he's seeing...

~X

Please report back any find xD
 
Yep - this. One man's 'awesome VR, man' is another man's ghosting mess of nausea-inducing puke-bait. :)

I'll definitely see what's up and report back to everyone. Likely a few days as when I last spoke with him (ElectricNacho - great name huh?) he was coming down a cold so he isn't gonna be around for a couple days. He knows I want to check things out as I'm 99% sure he's not really running SLI. He says he has no doubt that it's running SLI in all his VR titles, if I didn't know him to be a good/stand-up guy I'd swear he just had no clue nor understanding of SLI and what he's seeing.

I'll grab screenshots when I get a chance to work it out with him and will post back.
 
Once again for the non-believers - https://drive.google.com/file/d/0B0HcYHil5jc_bjBTVzVqN1Nrb3M/view?usp=sharing

I would also like to add, as many here are aware, that 'support' in a product differs from 'working'. Support in this case means that Nvidia, Steam, Occulus, game developers, etc., are not officially stating that their software or products will work in VR with SLI. This means results can vary from user to user, and they are not responsible for technically supporting it. This appears to be the case here, as I also have a close friend with 2x980's, SLI enabled, whose Occulus DOES work with SLI enabled (although he has tracking issues). I helped him set it up.
 
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Not true; VR SLI can be forced on with Oculus Rift by enabling it in the nVidia Control Panel.
Being able to do it, and having support to do it are two separate things.

You can override safeties and plunge an elevator down a shaft at terminal velocity, but that operation isn't supported by Otis.
 
I have tested this with 980ti x 2 in SLI.
Technically this does work, the problem is that due to the latency in using two cards in SLI the reprojection kicks in and you are thrown back to 45 fps.

So while yes you can leave SLI enabled, you get worse performance than using a single card.

Hope this helps clear up SLI in VR
 
At 0:19 you can see there's only one GPU working. One is working hard at 99%, the other, a max of 3%, essentiall idling. Both are using 1.5Gb of memory though.
Yeah, that was the impression I was getting. When I ran SLI, back before I got a 1080 and CV1, both 970's would be working hard and FPS was increased about 75% or so (or rather, I could crank up the SS and maintain 60FPS). It may say SLI is enabled, but I don't think it is being used by the applications.
 
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