The Vive discussion Thread

Here is here is something I read earlier about sli and ED





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How to enable SLI


Hello, Commanders.

We're hard at work getting the Beta as stable as possible. Thanks to your continued bug reports and posts we are already looking into and resolving several issues.

We've decided to include a setup guide for running Elite: Dangerous with SLI. Please follow the steps below:

1.- Open nVidia Control Panel
2.- Go to “3D Settings” > “Configure SLI, Surround, PhysX”
3.- Make sure the option “Maximise 3D performance” is selected (“SLI Enabled” should appear below the panel “SLI Configuration”)
4.- Go to “3D Settings” > “Manage 3D Settings”
5.- There are two options now:



  • · The quickest way is to enable SLI for ED is to go to the “Global Settings” tab, then find the feature “SLI rendering mode” and make sure its value is “Force alternate frame rendering 2”. This SLI mode will then be enforced for more programs than only ED, so in some cases the next option would be more suitable.


  • · If changing a global setting isn’t viable or a more fine-grained alternative is preferred, go to “Program Settings”. Find ED in the dropdown list (under a program to customise). If ED isn’t listed, then press the “Add” button and select the executable in the dialog. Once ED is selected, then find the feature “SLI rendering mode” and make sure its value is set to “Force alternate frame rendering 2” (by default it will get the value from the corresponding global setting).
There you have it. Once you have ensured you have SLI fully and correctly enabled be sure to let us know of any issues you find via the Orerve Support Ticket System.​
 
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Thanks mate but that was just for standard Sli when 64bit stopped it running. There was a driver release from nvidia which sorted out that problem :).

Vr sli was released in December last year to allow gpus to render each eye. The increase in performance was rated at 1.7-2.0 in the tests, although the actual increase will be dependent on each software platform. Here's the official news from last year:
https://devblogs.nvidia.com/paralle...g-opengl-virtual-reality-multi-gpu-rendering/
 
Iv decided to buy a new rig for the Vive, there is a couple of rigs I am considering, one has 2 gtx 980 cards 4gb each, and the other has 1 gtx 980ti 6gb. The prices for both rigs are similar. Which is best for ED using the Vive?
Specs are

Intel core i5 6600k 3.9ghz overclocked at 4.4 ghz
memory 16gb ddr4 2133mhz
two gtx 980 4gb
hardrive 250gb / 2tb
windows 10

also I noticed some Intel cores are i5's and some are Intel i7's, and I have no idea what the differance is!

Thank you for any advice.
Most VR content written for Vive and Rift doesn't support SLI so you will wish you had invested in GPU.
 
It's the age old issue with computers and we'll always have issues like this of course, where new technology/software is released but it takes some time for devs to adopt it. However Elite has supported VR from the start and Frontier publicise about them being at the forefront on VR. On those lines... Gameworks VR has been out for a long time to Devs, then released fully in Dec 2015.

So this leads back to the question - FDEVs, any plans and a rough timeframe in mind where Elite will support VR gameworks and most importantly for a lot of customers - VR SLI?
 
It's the age old issue with computers and we'll always have issues like this of course, where new technology/software is released but it takes some time for devs to adopt it. However Elite has supported VR from the start and Frontier publicise about them being at the forefront on VR. On those lines... Gameworks VR has been out for a long time to Devs, then released fully in Dec 2015.

So this leads back to the question - FDEVs, any plans and a rough timeframe in mind where Elite will support VR gameworks and most importantly for a lot of customers - VR SLI?

I really hope they implement Direct X 12 multi GPU instead of Gameworks.
 
Yeah don't get me wrong, I want dx12 as well. Dx12 would appeal to people running SLI without the spare cash for VR. It would be even more beneficial for those of us with VR and SLI, plus using VR SLI also.

I'm hoping that the delays in content this year have been because the devs realise the importance of VR and the customers it will bring, so they might be working on a solution for both dx12 and Gameworks VR. Frontier lead the way in what we have already, so getting even further ahead is going to please the majority already playing, plus vast amounts of new players.

Hopefully Frontier will be in the position later this year where a lot of people could even buy the game for the unrivaled VR experience, ease of use and totally optimised system performance. There's an exciting future! :)
 
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Yeah don't get me wrong, I want dx12 as well. Dx12 would appeal to people running SLI without the spare cash for VR. It would be even more beneficial for those of us with VR and SLI, plus using VR SLI also.

I'm hoping that the delays in content this year have been because the devs realise the importance of VR and the customers it will bring, so they might be working on a solution for both dx12 and Gameworks VR. Frontier lead the way in what we have already, so getting even further ahead is going to please the majority already playing, plus vast amounts of new players.

Don't assume that the 2.1 delay will make it a God Patch bringing in unannounced, wished-for features. You'll only be disappointed. Assume they are working on making the announced features work well first time, and any extra stuff is a bonus.

Hopefully Frontier will be in the position later this year where a lot of people could even buy the game for the unrivaled VR experience, ease of use and totally optimised system performance. There's an exciting future! :)

I think we all recognise that ED offers a great VR experience and is a bigger, more complete game than any other VR title currently on the market. I've been doing my bit sharing exciting ED content like the Imperial Courier Canyon Run video on the Vive and Oculus subreddits, so that the new VR adopters coming with the customer versions get into ED.
 
For those in the UK that want to try a Vive before you buy you will be able to demo it in 5 stores around the country:

http://www.vrfocus.com/2016/03/htc-announces-uk-retail-partners-for-htc-vive/

I managed to get to store today and try out the Vive Pre. I have been playing ED with a DK2 for a little while now so I'm no noob to VR. I've gotta admit, for me personally, I'm not that impressed with the Vive. It's better sure, but not £750 better. I would say the resolution is maybe 1.5 times better than the DK2 (forget specs, in real world terms), stuff in the distance is definitely clearer but not the generational leap I had hoped for (bad SDE). The store, told me they were running on a 970 and there was noticeable judder in some of the demos, unless the SteamVR software/drivers get better optimised don't even bother with anything less than a 980TI. If it was half the price I would snap your hand off but you have to lay down serious £££ to get a Vive and I would have to try hard to convince myself its what I wanted from VR this round, if I was really honest. Im think going to sit this one out, I'm really interested to see what happens with the OSVR, I love the upgradeability idea of a HMD, just like we do with our gaming rigs. This is my opinion for what its worth and I've no doubt you will receive endless hours of fun out of yours if you have Pre-Ordered especially if you don't have an alternative (DK2). If anyone has any questions I will answer as honestly as possible. I managed to get a good 30mins with the device to look at everything including the hardware (the lighthouse boxes were bigger than I expected!)
 
Question was it a Vive or Vive Pre? head band dead give away!
And you didn't comment on the tracking...........! we know the res. etc It's the tracking accuracy I would like to know. Did it drop at all?
 
Question was it a Vive or Vive Pre? head band dead give away!
And you didn't comment on the tracking...........! we know the res. etc It's the tracking accuracy I would like to know. Did it drop at all?

It was the Vive Pre 100%. Tracking was good for the most part, but I did experience judder so could be FPS but could be tracking, I could actually replicate it which may imply a tracking issue. If you imagine the room was a a square, the lighthouse boxes were rear left and front right corner if I'm facing forward. I noticed that if i looked at the front left corner it would judder at that point. I was rotating 360 slowly to check full 360 tracking. Guy must of thought I was well weird but I had my tests in my mind i wanted to look at, rather than being all woo and wow like everyone else as I was only there to work out weather to actually buy one or not. Also, in the tilt brush demo, you have left and right controller. The right is the one you draw with, the left is your brush options, colours etc. The interface is like a 3D transparent square that you rotate as the controller rotates and that spazzed out a few times to as you rotate the controller. They are good but not HOLY      good, not like trying Orion (LeapMotion) for the first time.
 
It was the Vive Pre 100%. Tracking was good for the most part, but I did experience judder so could be FPS but could be tracking, I could actually replicate it which may imply a tracking issue. If you imagine the room was a a square, the lighthouse boxes were rear left and front right corner if I'm facing forward. I noticed that if i looked at the front left corner it would judder at that point. I was rotating 360 slowly to check full 360 tracking. Guy must of thought I was well weird but I had my tests in my mind i wanted to look at, rather than being all woo and wow like everyone else as I was only there to work out weather to actually buy one or not. Also, in the tilt brush demo, you have left and right controller. The right is the one you draw with, the left is your brush options, colours etc. The interface is like a 3D transparent square that you rotate as the controller rotates and that spazzed out a few times to as you rotate the controller. They are good but not HOLY      good, not like trying Orion (LeapMotion) for the first time.

Resolution is 125% of the DK2. Same with the Rift CV1. I did notice some SDE in the Vive, but much better than in the DK2. I couldn't see any SDE in the Rift CV1. I'd say the Vive is slightly closer to the screen, giving a bit more FOV at the cost of SDE. The Rift CV1 is definitely more comfortable and balanced. Seems ideal for doing long hours in a cockpit.

Did you try anything else besides Tilt Brush? Handling guns and swords in "Raw Data" sold me on the Vive. I'm really looking forward to "Vanishing Realms," something like Legend of Zelda, but first person. Can't wait to go double swords.
 
Resolution is 125% of the DK2. Same with the Rift CV1. I did notice some SDE in the Vive, but much better than in the DK2. I couldn't see any SDE in the Rift CV1. I'd say the Vive is slightly closer to the screen, giving a bit more FOV at the cost of SDE. The Rift CV1 is definitely more comfortable and balanced. Seems ideal for doing long hours in a cockpit.

Did you try anything else besides Tilt Brush? Handling guns and swords in "Raw Data" sold me on the Vive. I'm really looking forward to "Vanishing Realms," something like Legend of Zelda, but first person. Can't wait to go double swords.

Yeah i managed to try most of the standard suite of demos, the only one I couldn't but would have liked too was the underwater demo with the whale, it wouldn't run for some reason. Looking forward to seeing what dev's come up with over the next month's/years. I would have also liked to see the chaperone camera system in action as well as SteamVR Cinema but I guess there will be lots of coverage of that after launch. Im in the states later this year so if I can pick one up in a best buy or something I think it works out at about £550 with dollar conversion. If I can do that I might purchase? Would love to try a CV1 first, hope they have some store demo sections at some point soon in the UK.
 
I managed to get to store today and try out the Vive Pre...[snip]... they were running on a 970 and there was noticeable judder...[snip]...don't even bother with anything less than a 980TI...[snip]....
As echoed, invest in GPU.
 
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Here we go.
As I predicted on this forum, the SONY PS4 headset is already making people attempting to do VR properly dumb down their approach to appease the uneducated and unfinanced mass market. VR will die if manufacturers chase short-term sales and not performance. The sheeple ruin everything!
But to be fair, they are rather consistent at ruining most things. :)

Seriously, performance will always drive VR. No different than companies coming out with 32-bit scanners when the human eye can only see 14-bits of color. You can buy a Kia or a Ferrari. Both get you to work, but one will out-perform the other long term.
 
Howdy, I was told to redirect this here:

I have a Vive Pre and I am having trouble getting Elite to play on it. I have a fast rig with a 980 in it, so I'm not worried about hardware. Here is what I am not sure about:

-Should I be running Elite 32 or 64 bit?
-Do I need horizons for SteamVR support?
-Do I need to run SteamVR in Direct mode? If I do, my Vive is not listed in my "monitors" section
-I can run Elite in 1920x1080 on the Vive but it looks bad. As soon as I turn supersampling on it fails to render. Thoughts?

Can anyone who has gotten Elite dangerous to work with Vive and SteamVR (and look decent) let me know how?

Thanks!
 
Yeah I'll need to upgrade my GPU before I can have one of those. The steam compatibility test was kind enough to tell me so.
The GPU isn't the only thing you may need to look at. The quality of your CPU, Motherboard, RAM and HD will matter as well. If any of those are lacking in performance then your VR session will suffer. Any bottlenecks in data transfer will kill your VR FPS.
 
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