Serious Sam VR mGPU NVIDIA GTX Pascal Follow Up @ [H]

Quartz-1

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Your conclusion seems unduly negative about the performance improvement. In particular, you don't mention that reprojection was almost eliminated on the 1080 SLI and 1070 SLI in Ultra mode. As you said, all these cards are really good enough on their own, so I'd really like to see you take a look at the performance of previous generation cards. How do the GTX 970, 980, 980 Ti, and Titan XM fare in SLI? (I, of course, have a particular interest in the last. :))
 

FrgMstr

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Your conclusion seems unduly negative about the performance improvement. In particular, you don't mention that reprojection was almost eliminated on the 1080 SLI and 1070 SLI in Ultra mode.
I was expecting much better scaling.

If you think I did not mention that, you did not read the article.
 

JosiahBradley

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I had a Vive in my shopping cart on Monday.... I would love to test this out on my 290x(s) to see if better AMD hardware sees similar or worse scaling. Looking at how well croteam's engine scales on my current setup with SS3 and The Talos Principle (170 fps+ at 1440p max settings) I'm hoping for good results.
 

FrgMstr

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I had a Vive in my shopping cart on Monday.... I would love to test this out on my 290x(s) to see if better AMD hardware sees similar or worse scaling. Looking at how well croteam's engine scales on my current setup with SS3 and The Talos Principle (170 fps+ at 1440p max settings) I'm hoping for good results.
I would too, but I am not buying another Fury X, one was enough.
 
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FrgMstr

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valve already set expectations for VR SLI scaling 18 months ago



(that's from gdc 2016 but his 2015 talk says the same thing)


Single pass stereo rendering on solo GPUs will make VR mGPU even less appealing. Not sure if Serious Sam is already using that
SPS should give a significant increase as well on top of mGPU as it is cutting the triangles it has to draw in half. Not sure what your statement is actually saying... To my knowledge, VR SLI and LiquidVR Affinity are the only features being used by SSVR currently.
 

FrgMstr

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Single pass stereo necessarily only works on one gpu.

How can you render the triangles once for both eyes if each eye is being rendered on a separate physical device?

Each GPU needs basically all of the rendered geometry, since the eye views mostly overlap. You can't split up the SPS work between the GPUs so either they both have to render their own geometry (current method) or one GPU has to do SPS and then send the results to the other gpu, which would add latency and mean that one of the GPUs is idling for a lot of the time.
Never thought about it that way. Interesting. Going to ask the question and see what answer I get, but I do certainly get the logic you have laid out here.
 

Stoly

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Well technically speaking SPS should be SLI capable but instead of paralel rendering it would be sequential like AFR.

I'm really intrigued by nvidia's simultaneous multi projection. Not only can it be used in VR and multimonitor setups but apparently it could also be used to increase performance in high resolutions like 4K
 

FrgMstr

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Single pass stereo necessarily only works on one gpu.

How can you render the triangles once for both eyes if each eye is being rendered on a separate physical device?

Each GPU needs basically all of the rendered geometry, since the eye views mostly overlap. This is the reason SPS gives a big performance boost. You can't split up the SPS work between the GPUs so either they both have to render their own geometry (current method) or one GPU has to do SPS and then send the results to the other gpu, which would add latency and mean that one of the GPUs is idling for a lot of the time.
You are dead on correctomundo!

Single Pass Stereo is for single GPU. The idea is that geometry can be created on the GPU once and then 2 different projections can be run (left and right eye) saving geometry setup and processing work.

In VR SLI each GPU renders a single eyes view. That means the geometry processioning can’t be shared since the processing is physically separated.
 
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That says a lot
Not really, everyone can have bad good experiences with anything.

Eg, after this 1070 purchase I highly recommend friends don't buy it and get something cheaper since it's pretty much "meh", sucks at ARMA 3 and struggles to run my older steam library games such as F.E.A.R:Extraction point over 60FPS. $900 price tag I expect more(Mobile Platform and CAD Pricing). Along with Drivers that work for the GPU and Gsync, but I'm asking too much there judging by past few releases.

However if I was a VR junkie with a full setup and compared this to AMD card I have I'd be blown away.
 
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pj-

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Well technically speaking SPS should be SLI capable but instead of paralel rendering it would be sequential like AFR.

I'm really intrigued by nvidia's simultaneous multi projection. Not only can it be used in VR and multimonitor setups but apparently it could also be used to increase performance in high resolutions like 4K
I'm guessing AFR isn't done with VR for latency reasons
 

Trepidati0n

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Hate to say this..but my biggest take away from the review so the coop announcement. As a sword art online fan...this is just one step closer to that reality; even though it will probably not happen in my lifetime.
 

Swolern

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Good stuff as alway Kyle. Was hoping for some better scaling also. I really wanted to crank up Supersampling in SSVR. But hey it's a start.
 

InquisitorDavid

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As with a lot of things AMD has had in the past, starting from a low point makes gains easy.

I'm inclined to think there was a significant bottleneck with the RX480, likely geometry. Splitting the geometry workload evenly between 2 GPUs will result in a significant uplift in performance if that was one of the primary limiting factors previously. Meanwhile, NV has historically never had that issue, thus the performance increase is much less.

We'll have to see if there will be any further development or at least a response from Croteam. I'm interested in what they have to say on the matter.
 

FrgMstr

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As with a lot of things AMD has had in the past, starting from a low point makes gains easy.

I'm inclined to think there was a significant bottleneck with the RX480, likely geometry. Splitting the geometry workload evenly between 2 GPUs will result in a significant uplift in performance if that was one of the primary limiting factors previously. Meanwhile, NV has historically never had that issue, thus the performance increase is much less.

We'll have to see if there will be any further development or at least a response from Croteam. I'm interested in what they have to say on the matter.
This may be true on the AMD side of things, but surely I think we should have seen better scaling with VR SLI. Certainly though, this is all still early on. Croteam has not gotten back to me on my questions yet.
 

InquisitorDavid

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The gains are possibly mitigated by multiGPU latency. Where the RX480 had the aforementioned bottlenecks eliminated (creating a big perf boost), though there is some gains on the NV side to be had, it's slightly offset by the synchronization latency.

Hope they respond soon so we have a definitive answer, though.
 

noko

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OMG! Looks the First Encounter is now available - Full Game - Early access with different options or combination of options for motion in the game. Good for Vive and Rift.


I am going to kick myself for not getting the Vive with the $100 off or the Amazon.com Rift with the $100 gift card. I wonder if this supports SLI/CFX like Serious Sam VR?

If you already own First Encounter HD you get another 10% off.
 
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heatlesssun

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OMG! Looks the First Encounter is now available - Full Game - Early access with different options or combination of options for motion in the game. Good for Vive and Rift.


I am going to kick myself for not getting the Vive with the $100 off or the Amazon.com Rift with the $100 gift card. I wonder if this supports SLI/CFX like Serious Sam VR?

If you already own First Encounter HD you get another 10% off.
Thanks for the info! It's showing up for $23.99, 40% off, I have First Encounter HD so maybe that's it. Runs until next Tuesday. Yeah, the Vive was on sale for $699 at the Microsoft Store plus a $100 coupon at the Microsoft Store Black Friday store so picked it up then. Haven't opened it yet. Got a lot of stuff to setup, the Vive, a Samsung 4k TV and I'm replacing my current 3D monitors with ones that have a display port connector as using adapters just borks 3D.
 

noko

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Thanks for the info! It's showing up for $23.99, 40% off, I have First Encounter HD so maybe that's it. Runs until next Tuesday. Yeah, the Vive was on sale for $699 at the Microsoft Store plus a $100 coupon at the Microsoft Store Black Friday store so picked it up then. Haven't opened it yet. Got a lot of stuff to setup, the Vive, a Samsung 4k TV and I'm replacing my current 3D monitors with ones that have a display port connector as using adapters just borks 3D.
Currently Microsoft has a $100 gift card with the Vive or Rift. Was thinking about the Rift and use the $100 for the Touch controllers but none are available :(.

Man you gotta get that setup going, this is looking better as time goes on.
 

noko

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SSVR Last Hope is very fun to play! Great game. SLI working on two 1070's.

First Encounter SLI also works, I just don't have the motion down yet to play it effectively.
 

heatlesssun

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SSVR Last Hope is very fun to play! Great game. SLI working on two 1070's.

First Encounter SLI also works, I just don't have the motion down yet to play it effectively.
How do you determine that SLI is active? Thanks!
 

noko

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The last planet is done so this title is close to be completed. One of the best looking if not best looking VR title. Arcadia (Last planet) is fierce as hell yet extremely fun to mow down hundreds of Mental Forces. Great job by CroTeam here, SLI working great keeping the epic battles smooth as butter.
 
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