VR SLI / Liquid VR may never be supported in ED

If you have the Rift and Nividia cards then you can run ED using SLI. The SLI is forced by the Nividia settings (Force Alternate 2 is my preference). Performance is better than with a single card but not as good as if it were natively supported in the game though. I'd say running with both my 980Ti cards in SLI gives me a performance boost in ED of around 30% which is enough to have most of the settings set to high/ultra. RES sites are trickiest though and do require it dialled down a bit for those (so if you spend a lot time in RES sites then it would work considering).

Doesn't work with the Vive or AMD cards I've noticed but then i've not tried those again in a while.
 

I have been using VR SLI in the past but some months ago with the different patches from NVIDIA the SLI support for VR has disappeared. For some time it even crashed the game. I have since then not been able to get it running in SLI. In fact the game is properly running with SLI enabled but one card sits there idle.

The issue is also that Oculus is definitely not properly supporting SLI. So according to me, any normal user is not able to run in SLI VR, which is a pity!
 
I have been using VR SLI in the past but some months ago with the different patches from NVIDIA the SLI support for VR has disappeared. For some time it even crashed the game. I have since then not been able to get it running in SLI. In fact the game is properly running with SLI enabled but one card sits there idle.

The issue is also that Oculus is definitely not properly supporting SLI. So according to me, any normal user is not able to run in SLI VR, which is a pity!

SLI and VR SLI are completely different technologies; they require possible refactoring and new pieces of code to be included by the developers in the game. Due to a very small number of people having dual cards and a VR headset, I think it's fairly unlikely that Frontier will invest in adding VR SLI, for the time being.

Only Frontier knows what's the threshold in number of users before it decides to implement support for VR SLI.

Having said that, it's also a kind of chicken and egg problem, ie I'm holding off buying a second card while VR SLI is not supported.

It would make sense for NVIDIA to help decrease the associated development costs, as they're the primary beneficiaries, from the sale of more GPUs.
 
I have been using VR SLI in the past but some months ago with the different patches from NVIDIA the SLI support for VR has disappeared. For some time it even crashed the game. I have since then not been able to get it running in SLI. In fact the game is properly running with SLI enabled but one card sits there idle.

The issue is also that Oculus is definitely not properly supporting SLI. So according to me, any normal user is not able to run in SLI VR, which is a pity!

That's odd as both my cards are used according to Afterburner and I have all the latest drivers etc, etc.

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SLI and VR SLI are completely different technologies; they require possible refactoring and new pieces of code to be included by the developers in the game. Due to a very small number of people having dual cards and a VR headset, I think it's fairly unlikely that Frontier will invest in adding VR SLI, for the time being.

Only Frontier knows what's the threshold in number of users before it decides to implement support for VR SLI.

Having said that, it's also a kind of chicken and egg problem, ie I'm holding off buying a second card while VR SLI is not supported.

It would make sense for NVIDIA to help decrease the associated development costs, as they're the primary beneficiaries, from the sale of more GPUs.

The idea would be for the SLI VR support to at the driver level rather than needing to specifically solved in any single application. As far as I am aware that is still the direction that Nvidia are going in with the result only requiring a minor change to what API calls are made. That being said, I also read that it would require DX12.
 
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