Unreal Engine 4.6 Preview!

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Alternate Frame Rendering is still very problematic, because making algorithms that do smart things requires maintaining GPU state. Tons of UE4 systems do - GPU particles, temporal AA and all its applications (7 features are affected), DFAO, eye adaptation, etc. I expect that we will use more GPU state going forward, not less. is because GPU’s are becoming more powerful and we can move more and more operations there.

Nvidia VR direct appears the be the marketing name for all of their Maxwell improvements. A bunch of them are under the hood, meaning the app doesn’t have to do anything. I don’t know what the plans are to leverage the rest in UE4, Whiting drives VR efforts.

With some major refactoring it might be possible to do each eye on a different GPU, but is not planned AFAIK.
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Thanks for the response . Bummer, it looks like it would probably be more of an as time goes on. NVidia almost touted VR Direct as a standalone or form of SLI and I figured I’d jump on the SLI train (first time since 3DFX Cards :D). My game also relies on VR so I was hoping I could draw from the extra horsepower and/or if VXGI becomes available in the future which could be extremely helpful. I guess never say die but I guess I can at least agree that NVidia’s Marketing on one was effective lol

Well, so much for SLI :frowning: