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Oculus needs SLI for CV1- or it will fail

deathpooldk2
Honored Guest
Hi guys, look, the DK2 resolution is just horrible and the SDE is way too apparent to make any game playable. At first I was really enjoying it, but now, after I have time to play games, I really just can not get into them. The sides are always blurry and you can not see details.

I think the fix is this: Have an average Joe CV1 with a 1440p screen, that supports SLI. Also have a CV1 Premium or something that has a 4K screen, for the person who wants to pay the money, also with SLI support.

Since the cards right now can do 1440p, all in Ultra at over 70fps, if you have two of these cards, each rendering for one screen, then we can already run a CV1 1440p at over 90fps, maybe not all on Ultra, but close.....

What do you guys think? The DK2 is awful really.
41 REPLIES 41

DieKatzchen
Honored Guest
A triple A title is not defined by the number of polygons on screen. Wind Waker was a triple A title. It had simplistic toon graphics that were easy to process. And it looked cool.

Cgpnz
Honored Guest
It would be interesting to know the poly count for that 2,3 gen back game, (for game cube console).
I suspect that there are lots more polys than you think for this game as a basis for the cell shading renderer.

Todays AAA's have lighting and bump textures that fool you too. My 100k poly boundary is based upon
the Tuscany demo which was smooth in the DK2, and I counted them from the xml file with a perl sdk.
So if you know, what is a typical todays PC full blown AAA titles poly count (excluding any tessellation and particle generation)?