SLI VR is already a thing...

... in OpenGL.

Read this article last night, and i'm not quite sure what it means:

https://devblogs.nvidia.com/paralle...g-opengl-virtual-reality-multi-gpu-rendering/

Does this mean that FDev "only" needs to implement this into the Cobra engine?
Or does it mean that Nvidia needs to make a featureset that CAN be implemented in Cobra?
Or am I simply dreaming, and it's impossible?
Would be awesome with some developer input, so that the poor guys in the hood know if they should save up for the 10 series Nvidia.

/Confidenze
 
If done intelligently, the GPU should simply provide the app (E: D) with a video stream with the app not caring how it was put together. I doubt COBRA needs to be changed for this, but as I've never seen the COBRA source, take that with a grain of salt. It may need an API modification on the NVIDIA side.

Spending 2x the money for a .7 increase is okay for some, but given the issues some people have had with SLI, I'd rather just have one card and minimize issues out of the gate. I can play E: D today on 1.5 high / ultra on my GTX980Ti 6G Gaming. It drops frames every now and then, but still very playable. There will be better cards and VR tech coming.
 
VR SLI lets the developer mask off commands to go to only one GPU or both. It requires the developer to implement it.

A similar but much more flexible approach is in DX12, and eventually will be in Vulkan as well. I don't expect VR SLI to take off when the same effort could benefit more users down the road.

So, it really depends on whether Frontier are planning a migration to a new display API. If so, then VR SLI makes no sense. If not, then it might be a good stopgap measure.
 
Back
Top Bottom