VRChat
eora May 8, 2019 @ 1:22am
Nvidia VRWorks VR SLI and AMD LiquidVR Affinity Multi-GPU support
I've been interested in getting an Index and going further into VR, but my main concerns are with ensuring frame rates to reduce motion sickness. I already have a pair of 1070 Tis I use for other projects and I wish to use for VR, but after looking up the great support of VR SLI (which is as little as normal SLI surprisingly) I'm extremely discontent on entering VR for a couple more years. Current GPUs struggle with maintaining optimal framerates and with the fact the Index will be 120 (and possibly 144) FPS panels I'm extremely doubtful I'll ever get close to that framerate stably at all (given the 93 cap is adjusted, but regardless).

Before continuing I'd like to note most people complain about two points regarding SLI: the expense (which if I'm willing to blow $1000 on a VR setup, I'm willing to buy two GPUs and I think for a good percentile of people devoted to VR would as well if able to) and concerns of latency which result in overall not complete double performance gains (which isn't much of an argument as SLI setups have never had pure performance gain due to frame syncing requirements, optimistic outputs look like as little as much as a few percent to up to 40% performance increase).

According to Nvidia's website[developer.nvidia.com] there integrated support for it on Unity which points the finger directly at what the developers could do to make the game more playable during these early frontiers of VR technology. As for AMD, the only knowledge I know in regards to their LiquidVR SDK is that it works through the DirectX 11 directly so in regards to implementing it with Unity I have no idea (I'll read up so more on it and add onto this here). Even getting 15-30% improvements in framerates is something would very respectful from the developers in ensuring frame drops don't have me vomiting my guts out midway in a conversation.

Anyways, not sure if developers read these discussion boards but I hope it at least raises some attention to a very overlooked area of VR.
Last edited by eora; May 8, 2019 @ 1:51am
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MeowCats May 12, 2019 @ 11:35pm 
A newly released headset called StarOne https://www.starvr.com/products/ brings support for Nvidia's VR Api/VR improvements which has alot of useful features.. but the downside is it has to be implemented by devs.

So far only three games seem to support some of Nvidia's VR improvements, which are Everest VR (5-10 minute experience only), Raw Data and Elite Dangerous.. apparently no other developer was interested in implementing this into their game.. which is quite dissapointing. It would be great if it was natively supported via Graphics driver, to work in pretty much all decent (and graphically intense) VR games.

Either the costs to implement this are too high, or they just don't want to/think they don't need it. It would make VR more viable and enjoyable for those with weaker gpu's, or to raise graphical fidelity for those with high end gpu's/sli.
Last edited by MeowCats; May 12, 2019 @ 11:36pm
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Date Posted: May 8, 2019 @ 1:22am
Posts: 1