Hi, this is Wayne again with a topic “Why Don’t Multiple GPUs Scale Properly?”.
In your quest for the highest frame rates, the prettiest textures in the most karma in the pcmasterrace subreddit, you decided to go with a multi GPU setup for your new gaming rig. But when you fire up your games, you notice that the sick games you’re getting aren’t really what you expected, especially after dropping so much money on your system. So what’s the deal with that? Well, this problem has plagued PC gamers for over a decade. Why don’t you usually get double the performance from a dual card configuration or triple? If you have three video cards, I mean since graphics, rendering benefits from having more computing units in parallel, which you can learn more about in this article. By the way, wouldn’t it make sense, then for multi card setups like SLI and crossfire to scale pretty easily.
Unfortunately, it’s not quite that simple for starters, using two separate graphics cards means they have to talk to each other. Somehow you see most modern multi-gpu setups use something called alternate frame, rendering where each card renders every other frame separately sounds efficient, but for them to be pushed to your monitor in the right order. The cards have to sync up properly, creating a surprising amount of overhead for both the GPUs and the electrical communication paths or buses that link them. This overhead not only gets worse, as you add, more cards to your rig, but can even result in a very unpleasant phenomenon, called micro stuttering, which often shows up even if you’re getting lots of frames per. Second, you see for smooth gameplay. You need not only high FPS but good and consistent frame times, which is the amount of time that a given frame will remain on your screen. Poor synchronization between the cards can leave certain frames on your monitor for way longer than they and be even if the total number of frames each second is very high. This can render certain games unplayable, even though your setup is more than powerful enough to run it on paper and as if that wasn’t enough, an even bigger problem is that it’s very difficult for your GPUs to know what frame to render next, since it depends heavily On what the player chooses to do, the real-time nature of game, rendering makes it tough to parallel eyes in certain games among multiple GPUs, even with alternate frame rendering, as there isn’t always a second frame or even part of a predicted one.
For your second card to work on, of course, it isn’t all about the inherent limitations of your hardware. On the software side, some game developers have been able to code their games in a manner that makes it easier for multiple GPUs to split the workload, while others simply don’t bother with the difficulty in coding for a very small subset of customers. Many devs don’t see the point in sinking tons of time into making sure that their games will play nice with multi card systems.
Some games even managed to have worse performance in these situations and, finally, you definitely shouldn’t run out and buy multiple GPUs if you’re rocking a multiple monitor setup and you want extra video memory or vram to store all of your textures with SLI and crossfire. You are limited only to, however much vram is on one card, because both GPUs need to be able to access the same information in memory in order to work properly in tandem, whatever it might say, on the packaging. So does this mean, then, that SLI and crossfire are useless gimmicks and a complete waste of money? Well, no multi card setups will give you the best possible performance in certain use cases and can even make some games playable at very high settings and resolutions where they wouldn’t otherwise. Be you even with the best single card on the market, not to mention that multi-gpu rendering may improve with new AP is like Vulcan and directx12 which, by the way, you can learn more about here. Just do your research before you buy as to what game see the greatest benefit and remember to keep your expectations realistic.
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