![]() Things have changed in the last two generations of processors. The users have been plagued by very low performance with poor driver support making it virtually impossible to play any of the newer games with acceptable graphics quality and framerates. Intel IGPs have never been considered suitable for 3D applications and games until recently. The recommended PC configuration for the Rift already lists the requirement for two such asymmetric GPUs : Might as well put them to use, both of them.For the original German review, see here. So both displays can run at the same time with zero latency impact on their respective GPU performance, and with no tweaking required to switch between VR and non-VR content ?īecause whether it's playing a VR game, browsing a webpage with some VR content, or developing a VR application, what I want is to be able to switch between the VR Headset view and the 2D Monitor view just by lifting or lowering the Rift on my head (if not by using a passthrough camera), with zero impact on the discrete GPU's VR performance, or compatibility issues popping up in the middle of a Windows session (as an application fails to activate the right VR mode). In all simplicity : Isn't it possible to design the Rift so the discrete GPU can be exclusively locked to the VR content, and everything else is locked to the built-in Intel GPU, throughout the whole Windows session. The way I understand things, the CV1 will switch off the OS Monitor rendering during VR activity, so it doesn't have to share the discrete GPU between both displays.
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