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I'm not sure, really. I've searched on it a bit and don't see a lot of good sources on explicitly why it doesn't work well, but I see the vast majority of user
by heroprotagonist 10y ago
I'm not sure, really. I've searched on it a bit and don't see a lot of good sources on explicitly why it doesn't work well, but I see the vast majority of user opinion is the same.
This is a bit anecdotal, and I don't have expertise in the underlying technology, but I read mentions of requiring use of specific driver functionality to get better performance out of an SLI or dual GPU setup, via mechanisms like using a dedicated GPU to render each eye independently from each other instead of attempting to render both images together on a bridged virtual card. Allegedly, it's a bit of extra effort to do this (as they'd need to support both the AMD LiquidVR and Nvidia VRWorks) and would only benefit a minimal audience, so other aspects of the game get prioritized for development effort.
There are a couple of implementations that do. eg, Nvidia Funhouse VR was a showcase app of what implementing their SDK could do and they used it. I think Serious Sam VR used it, but I haven't tried that game..