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Oculus Rift CV1 No video with dual Geforece SLI

jerryfanfan
Honored Guest
This one is very odd, the Rift works fine with SLI disabled.If SLI is enabled when the Oculus Program runs there will be no video with orange indicator light in the headset. Although, if SLI is disabled when the Oculus Program is ran, and then SLI is enabled, the headset will occasionally work. Don't know if the second video card is actually working in that case though.

Also it seems to me that Oculus Rift only has no video in SLI if the main monitor is set to 4k 60 FPS. If the main monitor is set to 4k 30 FPS or 1080P 60FPS the headset occasionally works with SLI enabled.

Tested with Dual GTX1080Ti SLI, with main monitor connected by HDMI.
I hope someone can find a solution.

Similar to this one:
https://forums.oculus.com/community/discussion/56700/oculus-rift-doesnt-work-on-my-nividia-1080-ti-n...
2 REPLIES 2

Anonymous
Not applicable
SLI is not supported - you have to disable SLI. SLI doesn't work with VR at this time either and nor are most of the games SLI supported (like maybe 2 that are demos only) and that is it. SLI causes higher lantancy issues and has been documented a few times here and there.

In the future - with eye tracking and F rendering - we could see the raise of SLI support in VR - but that will be at least 5 to 10 years out before such a thing will be possible. Even now, SLI isn't that well supported in games yet as it requires a good amount of time to get it to work right that is on the dev. In the future, if they make SLI more automatic - we could see a raise in dual cards, but unless they can do this in Direct X without any code from the devs - it's kind of a dead feature moving forward sadly.

74Loki
Protege

Mradr said:

SLI is not supported - you have to disable SLI. SLI doesn't work with VR at this time either and nor are most of the games SLI supported (like maybe 2 that are demos only) and that is it. SLI causes higher lantancy issues and has been documented a few times here and there.

In the future - with eye tracking and F rendering - we could see the raise of SLI support in VR - but that will be at least 5 to 10 years out before such a thing will be possible. Even now, SLI isn't that well supported in games yet as it requires a good amount of time to get it to work right that is on the dev. In the future, if they make SLI more automatic - we could see a raise in dual cards, but unless they can do this in Direct X without any code from the devs - it's kind of a dead feature moving forward sadly.


I would echo everything Mradr has said about SLI. I can remember the joy I had when I fired up my first SLI pc and thought, "This is going to be great!". That thought soon started to fade when I started having more problems with SLI then I had running a single gpu. Imho SLI, in it's current state, is a waste of money except in a few very specific situations. With the power being brought to the table with single gpu performance these days I could easily see SLI becoming a thing of the past in the coming years. I know there will be flames from the staunch SLI supporters out there but that's my take on it. After my own experience of running SLI myself, though, I won't build another SLI rig unless I see changes in devs implementing SLI support.
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