SteamVR Performance Test

Not too bad, 1500 core, 3900 mem. CPU is at 4.4.


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Okay.... I have a legit question. Is the thing it is rendering going to be exactly what would be rendered if I were playing a game? If so, it gave me Not Ready, but the benchmark ran fluid as can be.

I'm guessing it has to do with the frame rate?

I thought I would snuck in with an overclocked 7950 boost and a 4770k @ 4.0
Frame rate required is 90+, so even though it appeared smooth on a 2d monitor, it wasn't smooth enough for VR.
 
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The cards that keep on giving! My 280x cards are VR Ready! :D
 
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The cards that keep on giving! My 280x cards are VR Ready! :D
You should disable CF and rerun the utility to get a more accurate analysis. At the moment, CF/SLI is not supported in VR due to the added latency when using multiple GPUs.
 
You should disable CF and rerun the utility to get a more accurate analysis. At the moment, CF/SLI is not supported in VR due to the added latency when using multiple GPUs.

AMD added CF support in their last driver release for SteamVR.
 
I understand that, but it's still not supported by Oculus or HTC/Valve.

I believe Valve updated SteamVR to enable support for multi-card, which was disabled in the first release and AMD had a driver ready. Also Liquid VR which is to be used with Oculus and Vive specifically supports Crossfire for VR as promoted with the Fury X2 so I don't see the point of disabling Crossfire at this point.
 
I believe Valve updated SteamVR to enable support for multi-card, which was disabled in the first release and AMD had a driver ready. Also Liquid VR which is to be used with Oculus and Vive specifically supports Crossfire for VR as promoted with the Fury X2 so I don't see the point of disabling Crossfire at this point.
While the technologies are out there, Oculus and HTC/Vive have not announced multi-gpu support and their official stance is still that multi-gpu configurations are not recommended due to their added latency. I personally think it's best that you root your expectations within the given reality. Technologies are being developed to add multi-gpu support but until the HMD manufacturers announce support for those configurations, I wouldn't put my hopes in that kind of setup working well...especially considering the physical consequences to your well-being that running an unsupported configuration can induce.
 
While the technologies are out there, Oculus and HTC/Vive have not announced multi-gpu support and their official stance is still that multi-gpu configurations are not recommended due to their added latency. I personally think it's best that you root your expectations within the given reality. Technologies are being developed to add multi-gpu support but until the HMD manufacturers announce support for those configurations, I wouldn't put my hopes in that kind of setup working well...especially considering the physical consequences to your well-being that running an unsupported configuration can induce.

One 280x card is still running under "capable" for the test, so still pretty good. When it comes to latency, with the way AMD is scheduling tasks for the GPUs, I'm not worried about Crossfire Latency on VR. ;)
 
While the technologies are out there, Oculus and HTC/Vive have not announced multi-gpu support and their official stance is still that multi-gpu configurations are not recommended due to their added latency. I personally think it's best that you root your expectations within the given reality. Technologies are being developed to add multi-gpu support but until the HMD manufacturers announce support for those configurations, I wouldn't put my hopes in that kind of setup working well...especially considering the physical consequences to your well-being that running an unsupported configuration can induce.

New API's like Vulkan will render this moot. I don't know what Oculus is doing but since Valve will be pushing Vulkan for SteamVR titles, you'll see GPU's rendering independently per display (ie GPU#1 renders display #1's frames, and GPU#2 does display #2). Or with single display HMD's (assuming those come along) simply SFR (split frame rendering) where each GPU renders half the screen rather than a round robin rendering scheme as it exists in SLI/CF today.
 
FWIW I've read up on AMD's Liquid VR, and Nvidia has their own equivalent they're cooking up, but it's hard to know how these middleware are really going to fit in in the longterm VR scheme.
 
well booo... i JUST bought this 8GB 390 too.

does is only test a window? is there a way to test a full screen?

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There has to be something really strange with the test. It seems like the results are all over the place and card that should be beating my R9 290 and getting a worse score.
 

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There has to be something really strange with the test. It seems like the results are all over the place and card that should be beating my R9 290 and getting a worse score.
It's not optimized for AMD hardware. Your score is better than mine when I had a 290X, I was barely getting 'Low'
 
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