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[kitguru] Nvidia: ‘Pascal’ architecture’s NVLink to enable 8-way multi-GPU capability - Page 8

post #71 of 80
Quote:
Originally Posted by Thready View Post

I can't imagine the return on your investment being significantly higher with 8 cards instead of 4. Honestly, I don't think 4 cards is significantly higher than 2 when it comes to the return. Not unless you're running a game on 3 4K monitors. Even then, 3 980s should do the trick.

Why only 2 cards make significant jump, 3rd one is so-so and 4th is a joke? As explained above this entirely due to the implementation of current SLI from the Flintstones ages. DirectX 12 will change it completely to normal linear scaling and 4-way SLI be appealing and reasonable (financially not for everybody). 8 cards, or more precisaly speaking 8 GPUs in single system, is aiming at present for NV-links, it is not clear yet if it will be available in consumer space for gaming. But linear scaling will be again there. About its usefulness one can notice that 8K monitors are going to appear quite likely in 2016 (there were rumors about Apple bringing 8K monitor still in 2015). Not going into discussion if they are needed one can say that driving 3x8K monitors would be a task for 8 GPUs, in fact such system was used at Super Bowl.
post #72 of 80
I can imagine some on here selling their first,seconds,third born and the family dog for a 8 titan setup. And I would be 100% ok with that thumb.gif . A water cooled setup gives me the shivers thinking about it. I had Xfire 290s and went back to one card. Always wanted a high end setup but it wasn't worth it for me afterall.
Edited by methadon36 - 5/18/15 at 3:35am
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post #73 of 80
I can honestly say as any quad-SLI rig ages, its performance increases with each and every driver update.
This has held true with my 295's. Back in the day you were lucky to get 70% out of all the cards. Today, pushing them hard gets you to 93-99% usage across all cores.
    
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post #74 of 80
Quote:
Originally Posted by wirk View Post

Why only 2 cards make significant jump, 3rd one is so-so and 4th is a joke? As explained above this entirely due to the implementation of current SLI from the Flintstones ages. DirectX 12 will change it completely to normal linear scaling and 4-way SLI be appealing and reasonable (financially not for everybody). 8 cards, or more precisaly speaking 8 GPUs in single system, is aiming at present for NV-links, it is not clear yet if it will be available in consumer space for gaming. But linear scaling will be again there. About its usefulness one can notice that 8K monitors are going to appear quite likely in 2016 (there were rumors about Apple bringing 8K monitor still in 2015). Not going into discussion if they are needed one can say that driving 3x8K monitors would be a task for 8 GPUs, in fact such system was used at Super Bowl.

Ah yeah I forgot DX12 might change all of this. So maybe all that stuff I'm saying might not be the case in a year from now. I'm so used to the resource heavy DX 11 that I forget 12 is supposed to be fundamentally different.

But I think I also misunderstood that this is probably going to be meant for the industry and not the home user. I misread things... cause of the ADD.
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post #75 of 80
Quote:
Originally Posted by Thready View Post

Ah yeah I forgot DX12 might change all of this. So maybe all that stuff I'm saying might not be the case in a year from now. I'm so used to the resource heavy DX 11 that I forget 12 is supposed to be fundamentally different. But I think I also misunderstood that this is probably going to be meant for the industry and not the home user. I misread things... cause of the ADD.

Yes, DX 12 is fundamentally different One interesting difference from the DX 11 is that CPU power will be very visible in the performance. Thus a 4-core CPU could be then basic necessity to squeeze much juice from the 4-way SLI (each core assigned to a card) but 8-core CPU might be needed to squeeze all to the last droplet. One year from now all this will be obvious and trivial.
post #76 of 80
My GPUs are ready! biggrin.gif

     
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post #77 of 80
^ Did you not see the part where Pascal architecture is bringing the possibility of 8 way SLI, not the Maxwell one?
post #78 of 80
^This is just his 4-way SLI with backup. Who would run such important piece of equipment without backup thumb.gif.
post #79 of 80
Quote:
Originally Posted by Gilles3000 View Post

Wasn't 8-way multi-GPU already supported for Quadro's? I don't see this making sense for anything other than maybe titans.

Well no and yes.
Out of the box you can't find a motherboard supporting the full 8 GPUs. You need a custom made bios for this (there used to be a 8xGPU using the asus WS motherboard with special bios to allow all PCIE slots to work).
Also the GPU itself doesn't care about SLI since it doesn't share render performance between the GPUs like you are doing in gaming. This is the main difference.

Using SLI, you let each GPU render part of the whole scene simultaneously. This is what gaming needs. To share the load in real time to get faster performance.
In multi GPU you just let each GPU render or calculate its own part, and you pull them together post processing. So you can't relay on it for real time.

So basically, what new here is multi-GPU support in real time scene rendering without the SLI restrictions, which currently is only possible in up to 4 GPUs in SLI.
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post #80 of 80
Quote:
Originally Posted by Defoler View Post

Using SLI, you let each GPU render part of the whole scene simultaneously. This is what gaming needs.

an obscene reaper called "tearing" would "render" the game unplayable ( ohh the pun, excuse my lousy humor), Vsync or Gsync won't help much.

Nvidia had done this long before DX10 even came out, the only other option was AFR instead of SFR, and thankfully SFR hadn't been used in a while now.
http://docs.nvidia.com/gameworks/content/technologies/desktop/sli.htm

PS: modern rendering isn't purely image rendering, its a mix of vector rendering (maps/mesh) and texture (pixel) filling.
you can't just split vector rendering without blowing up the math that needs to be done.
Quote:
Originally Posted by Exitios View Post

AFR has been so strongly promoted in multi-GPU systems because it yields the highest potential performance benefit. SFR was an adequate alternative several years ago when games were not using such advanced rendering techniques, but now that we see geometric tessellation and complex shading effects becoming much more common, the pitfalls of screen-portioned rendering (split-frame, scissor frame, supertiling, etc.) become a lot more pronounced. Overdrawing is the biggest problem here; all of the vertices for scene geometry have to be transformed by each GPU even if they are not within the GPU's assigned region, meaning geometry performance cannot scale like it does with AFR, and any polygon between multiple rendering regions has to be fully textured and shaded by each GPU whose region it occupies, which is wasteful. Of course, there are also complications that can rise from inaccurate workload allocations.

Edited by epic1337 - 5/20/15 at 2:50am
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