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Posted

Since the BoX series is one of the very few simulators that specifically supports SLI, does anyone know whether they've also added support for the multi-gpu VR API's?

SCG_Fenris_Wolf
Posted

I cannot believe you mentioned both in one sentence. VRworks comprises actual technologies and is the Big Mac, while LiquidVR is a brandname slapped on a Hamburger - no sauce - no cheese.

Posted (edited)

While Fenris puts up a wonderfully argued post that is chock full of facts and useful information, go read up on this yourself.

 

https://www.pcgamer.com/amd-liquidvr-vs-nvidia-vrworks-the-sdk-wars/

 

Essentially both are VR toolkits that are used by various VR developers.  Unfortunately VR is a niche within a niche and the time and money needed to implement any "improvements" are not worth it for big developers, and indie developers have no resources to do it.  Look at how many AAA PC games support VR in anything other than a "hack" (hint: the answer is none).

Edited by ICDP
SCG_Fenris_Wolf
Posted (edited)

You may want to quit following me around. You stated you stopped using VR because your AMD setup failed you in the performance department. Link to the performance history of yourself is here.

 

I know that is frustrating. I hope this gets fixed, of course.

 

But know this: All your talk about "VR is a niche of a niche of a niche" won't make it a niche of a niche.

Won't change that it is an emerging market.

Won't change that it is important to many users who have already gotten it.

Won't change that many who did not adopt it yet are looking forward to the next generation.

 

Link to this one

19 hours ago, ICDP said:

  Unfortunately VR is a niche within a niche and the time and money needed to implement any "improvements" are not worth it for big developers, and indie developers have no resources to do it.  Look at how many AAA PC games support VR in anything other than a "hack" (hint: the answer is none). 

 

Another link

On 7/7/2018 at 6:03 PM, ICDP said:

 

Exactly, don't waste limited resources catering to a niche within a niche who must have expensive Pascal GPUs and expensive VR Headsets.  Make improvements that keeps Il2 BoX relevant for everyone. 

 

And it's the wrong way. You yourself stated that developers were in demand to implemented VR properly.

I just hope you're not the one negatively influencing Jason's descisions on VR development, since you're a tester. I'd suggest you stick to the skins, that's where you're (very) good at. Then maybe get back into VR once you have upgraded, and profit from a deeper implementation as well?

 

Since there are other threads in which you replied to me, let's keep the chat to one thread.

 

Respectfully,

 

Fenris

Edited by SCG_Fenris_Wolf
  • Upvote 3
Posted (edited)

Since IL-2 already supports both VR AND SLI, is there any comment on supporting either of the two dual-gpu VR technologies?  I ask the question because SLI/Crossfire is also a rather rare phenomenon in the hardware world, so it isn't a stretch to think they (1C/777) might actually embrace dual GPUs for VR; one hardware configuration naturally embraces the other.

 

I'm already a very happy VR user with good equipment to support it, but I'd buy a second GPU in a heartbeat if IL-2 were to engage that support.   I could use SLI in 2D mode, and VRworks, for example, in VR mode.  Yes, there are good reasons for switching between the two game modes.

 

It would certainly be a BIG feather in their cap in the simulation developer wars.

 

Edited by mpdugas
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