Does anyone use SLI gfx for HTC Vive?

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27 Sep 2005
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I'm upgrading my PC and wondering which of my existing gfx options to use.

1. 1080
2. 1070 in SLI

I previously used the 1080 but I'm curious if SLI is any better.
(It's going to be a water cooled loop, so I'd like to only put it together once please)
 
Cheers for the advice. Wasn't sure if the articles about a card for each eye were old news that never came to fruition, some new rtx review videos showed them in SLI and got me thinking things might have changed by now, but sadly not.
1080 it is, maybe gfx card is next on the update list.
 
The number of VR titles that support SLI can be counted on one hand I'm afraid. The latest versions of UE4 and Unity engines support VR SLI, but developers don't seem to be going for it, which really is a shame.

Contrary to popular believe, mGPU is far from dead though. Just about every major 2D AAA title I've played has supported it, and it works very well. But if you are mainly concerned with VR performance, the single 1080 is the way to go (I've side-graded from 1080 SLI to a single 2080Ti for this very reason).
 
My main game is Assetto Corsa, I played it using the 1080 previously but with a 4670k. It ran ok but CPU is old and was first on the list to upgrade.
Bought a z370 board and a back ordered 8th gen CPU, board arrived but cancelled the CPU due to 9th series release. Unfortunately I didn't realise I needed to update the bios to get both working together and bent some pins when removing the 9600k CPU (don't ask!)
Collecting a z390 board tomorrow, but it means I'm waiting till January sales for a gfx upgrade now, but hopefully the 1080 will tide me over until then.
Thanks for the advice.
 
The latest versions of UE4 and Unity engines support VR SLI, but developers don't seem to be going for it, which really is a shame.
This isn't true. VRWorks isn't officially supported by Epic Games, so if you want to use it you must use one of the unofficial VRWorks branches, which you can see are not kept up to date, or attempt to merge those changes into release. Basically the same for the Unity plugin if you read the reviews.
 
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