On low, my GTX 970 SLI runs at around 15-20% per individual card tops on 1080p (1920x1080@60fps = 124416000 pixel per second). Lets say that ED really has to calculate the whole thing 2 times (which it does not have to), so we have 2x 1080x1200@90fps = 2 x 116640000 pixel per second, which SHOULD produce about 2 times the load of 1080p by this calculation (or the recommended specs for ED as a whole need to change, which is something that could infuriate quite a few people). Now, not mentioning that SLI does not double performance per % total load (it's actually more a increase of 1.8 in most cases), that should come out to about 60-80% load on low on an GTX 970, which sounds perfectly reasonable to me at least.
If they say the minimum is a GTX 980, that would mean that the game would take a load of about 120% on the GTX 970 tops ON LOW. That's 50% more than the calculated maximum load we have up there (which is quite a pessimistic calculation really, it should be lower), what does ED do that creates 50% more load on VR but not on normal gameplay? I get that you can't precompute frames on VR (which, btw, increases load but decreaes VRam-usage which currently tops out @ 2.5GB on Ultra on GTX 970 SLI which is probably a worst case setup for the VRam) as it increases latency, but both NVidia and AMD offer options that precompute everything they can and only compute perspective relevant information the very last moment, reducing latency.
Either the recommended specs for ED as a whole change or I'm missing something important here, where to those 50% come from? Heck, CCP has gone on record saying that Eve Valkyrie will be pretty safe with "the new GTX 900 series or the AMD 200 series", which is partially BELOW the recommended specs for the Oculus Rift itself! Both games look pretty similar to me. Maybe ED VR has just sloppy optimization and I'm reading too much into this.
Hi,
VR headsets usually render in a higher resolution than the actual panels inside.The 1920x1080 DK2 actually renders in ~2300x1450.
Source:
https://www.reddit.com/r/oculus/comments/2ddpqx/whats_with_the_2364x1461_resolution_in_some_demos/
And the Vive runs at 3024x1680 @90 hz. (457 million pixels per second) (it has 2160x1200 physical resolution, just like consumer rift)
Source (4th slide):
http://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
Which kinda lies in line with the consumer rift's ~400 million pixels per second.
quote
"On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering."
Source:
https://www.oculus.com/en-us/blog/powering-the-rift/
This is because of the distorion, why is explained here, especially from 5:02 to 8:45
Youtube:
https://www.youtube.com/watch?v=B7qrgrrHry0
You said ED doesn't have to calculate everything twice... mayybe for the CPU but the GPU certainly needs to render everything twice! Kinda like splitscreen. Which reduces performance slightly. And the FoV is larger than on a monitor, which puts more stuff on your screen, which also reduces performance slightly.
So hopefully now you know why VR is a pig to run, considering you also want higher framerates vs a monitor.
Personally from my own understanding and experience with VR I already assumed for a long time a 970 would not cut it for Elite in consumer VR.
And then Eve Valkyrie... well that game is 'just' dogfighting and doesn't have space sim stuff going on in the background unlike elite, which must help with performance for sure.
And my thoughts about Elite on PSVR, until proven otherwise, I'm convinced that won't happen : p sorry Beachlight7
It's 30 fps on xbox, I don't see them getting a solid 60fps (extrapolated to 120) with both a larger FoV and resolution... unless they really scale down graphics but I just don't expect it.
Personally I sometimes play Elite in my rift DK2. Haven't played Horizons though : p
2600K @ 4.5 ghz
8 GB RAM
SLI GTX 780 @ 1110 mhz
Enough to play with the ingame 1.5 supersampling with a pretty good 75 fps

I have yet to try Horizons, maybe ram will suddenly be an issue for me? : O and how much performance do planets eat? : o
I can go on still.... xD
However people (nvidia? sony?) might implement stuff like rendering just the edges in a lower resolution, to help reduce the amount of pixels. Might also require effort on the dev's side??
And until VR SLI is implemented SLI works (yay!) but is not perfect. I'm not sure but since SLI alternates the frame rendering? I THINK that means when you get 90 fps, each card generates 45, which does leave you with 90fps smooth gameplay (yay!) but with the latency of 45 fps (single gpu) gameplay. perhaps? I think VR SLI will fix that

Might also require effort on the dev's side??
Not that I can actually tell the latency is higher... nope not really.
And just wanted to mention I'm also exited about Star Citizen! But SC in VR, yeahhh... that's long term, right now you might need 980ti sli for that in offline mode or something xD
Cheers