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"AMD LiquidVR and Nvidia VR SLI are special APIs from those vendors that allow game or engine developers to utilize multi-GPU in their specific titles. That means that (most likely) an engine developer like Unity or Epic would have to integrate these APIs into their engine, or a developer with a custom engine could integrate it themselves.
It will not, however, automatically make any game instantly support SLI/CFX, or gain any benefit at all. In fact, in many cases, having SLI enabled will cause VR games to not work at all (black screens, crashing, etc.). Even in the best case, the game will work with no performance benefit.
Maybe in the future this will change, who knows?"
So for now, SLI is not an option/don't get your hopes up.
From some discussion on Reddit I was told SLI/Xfire wasn't even needed anymote, that multiple GPUs will be able to work for VR anyway as they work on individual scenes. I haven't read up on that myself, so I don't know. It seems like multi-GPU support is a work in progress thing so I'm not in a hurry to find out, my current system is also single-GPU.
It's definitely something that has to be built into the engines, like Walmart said, it's not happening automatically. For the SteamVR performance test you can supposedly try it already though! Add -multigpu to the launch options to try it out, including the dash.
I disagree about games not taxing gpu's. That is the old logic when people did not care about frame rates as much (you could still play at less then 60fps, much less than 90fps needed here) and not running in 3d/two screens and at more then 1080p. Those times are gone my friends. Even an OC gtx 980ti (which I have) is not enough. Not even close. (Yes, some games you can run a 970, but those are the basic ones/Minecraft ish. A well optimized AAA (sort of) like elite dangerous, you have to turn graphics down, even with the best current single cards.)
http://www.roadtovr.com/unreal-engine-to-add-nvidia-multi-res-shading-and-vr-sli-support/
I'm sure nVidia is also working with Unity Technologies to add support to the Unity Engine as well. The same goes for Crytek and the CryEngine.
As for AMD's LiquidVR, I haven't seen much regarding it however I'm sure they are probably also trying to work with the major engine creators to add support.
-PopinFRESH
Tested again.. sli disabled and recommended sli I get 150-160. Force rendering 2 I get 220-260 and average usage 80% both cards.
Sli may work. VR SLI is another thing. I am getting an extra 100 fps by using the forced sli rendering #2. I'm sure that will depend on the game though.
I know nvidia's VR SLI must also be compatible or built into the game's engine so we probably won't see it for awhile. Hopefully it will be the standard by the time dx12 is more common.
without multigpu: 9.1
with multigpu: 8.5
Btw the "rendering each gpu to each eye" would be slower than the other techniques of today. A VR headset doesn't have 2 eyes, it has just 1 screen. For decennia the output pipeline has been to render horizontally and push out a frame to the OS. So you can't just make it split the frames in vertical parts and let them stitch it together. It would be slower and the incompatibilities would become hell.
Simply sticking with AFR and horizontal SFR would work just as well for VR output and would remain compatible with the other 99.9% outputs.