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Simultaneous Multi-Projection - Does ED intend to implement this?


DerekSpeare
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Simultaneous Multi-Projection is a proprietary rendering technology used on NVidia 1080/1070 cards (possibly the lower 10xx series). What it does is basically double the frames generated for VR use (more technical than that, but you get the idea).

 

Since implementing this feature would be a boon to VR users flying DCS, and since most of them use these cards (or will when the 1080ti's arrive), will ED ever implement this?

 

If not, do they have alternative means to achieve the same end of essentially doubling VR frame rate performance? If not and if they do not have alternatives, why not?

Derek "BoxxMann" Speare

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I believe we've been over this before,

 

Generally speaking,

I doubt ED adopts a Vendor specific API/Tech, This includes both nVidia Game Works, and the AMD Equiv (GPU Open)

 

As the VR-SMP would only work on 1070/1080/1080Ti Cards, and may or may not Require extensive re-write of the graphics engine.

 

Also,

Oculus themselves and their Tech on the forums have said it's a Engine Level Feature and would need to be integrated at that level.

 

I Seriously doubt ED Re-Writes their Engine to use GameWorks Specific API Code.


Edited by SkateZilla

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+1 hope this is implemented some time soon. As most who are serious about dcs and VR are running the 10 series cards and if not yet will more likely get the 1080ti. Also arnt most games with game works just added and bolted on to the engines as a after thought anyway...? This would only benefit as Vr is really the future with this sim in my opinion as its revolutionary compared to 2d

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you dont bolt something like SMP onto an existing Engine without having to go back and re-write the engine.

 

Otherwise the Big Engines (UnReal, Unity Etc) would have already done it.

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The iRacing team implemented it almost immediately for multi-monitors. Not sure if that's relevant or not. Surely they didn't rewrite their entire engine in such short time?

 

iRacing's Graphics Engine already had support for Separate Monitors, as well as Adjusting Distance, Tilt and Angles etc for each monitor/viewports.

 

iRacing was Already going through a Graphics Engine Re-Write to resolve several Issues.

 

Basically, they re-wrote their Multi-Screen Backend to use SMP of nVidia's Gameworks if Available.

 

It's only used for 3 Screen setups, and does not work for VR.

 

nVidia is one of the sub sponsors, and they had access to it long before it was added.

 

However, iRacing can re-write their code pretty quickly considering their design team and budget.


Edited by SkateZilla

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iRacing's Graphics Engine already had support for Separate Monitors, as well as Adjusting Distance, Tilt and Angles etc for each monitor/viewports.

 

iRacing was Already going through a Graphics Engine Re-Write to resolve several Issues.

 

Basically, they re-wrote their Multi-Screen Backend to use SMP of nVidia's Gameworks if Available.

 

It's only used for 3 Screen setups, and does not work for VR.

 

nVidia is one of the sub sponsors, and they had access to it long before it was added.

 

However, iRacing can re-write their code pretty quickly considering their design team and budget.

 

Thanks for the clarification.

 

So in essence, we have minimal to zero chance of this happening.

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