Read more at http://www.tweaktown.com/news/46047/amds-dual-gpu-version-radeon-r9-fury-year/index.html
Quote:
Quote:
With only six months of the year left, we should see AMD until what I'm predicting will be the Radeon R9 Fury X2 in November. I also pressed them about the name, but they said they weren't confirming that at this time.
This is pretty much known to everyone by now especially with Quantum Project is almost about to complete.Originally Posted by Newbie2009
Read more at http://www.tweaktown.com/news/46047/amds-dual-gpu-version-radeon-r9-fury-year/index.html
DX12 does alloow for stacking vRAM, however it is up to the developer of the game to use that option.. it is not done automatically but programatically (sp) (I haven't had my coffe yet)
Technically it isn't "VRAM stacking" so much as it is how multiple video cards will draw a screen. In a two card system, one card will draw the odd lines, the other card will draw the even lines. Thus a card does not need to draw the entire screen image, only half of it, thus it will only need half as much memory.
From what you said .. half correct, yes it splits it, but what you explained was tradition as to how it has.. the other way is to actually split the screen differently, thus each GPU controls a different part of the screen itself and then can utilize the full VRAM for that GPU available.. as opposed to the interlacing rendering that requires the same information to be loaded on both GPUs to keep in sync, Thus removing the force of having to have the GPUs synced allows for more VRAM to be used.. maybe VRAM stacking isn't 100% accurate however the way that it is done does the same thing as long as it is coded appropriately.Originally Posted by 47 Knucklehead
Technically it isn't "VRAM stacking" so much as it is how multiple video cards will draw a screen. In a two card system, one card will draw the odd lines, the other card will draw the even lines. Thus a card does not need to draw the entire screen image, only half of it, thus it will only need half as much memory.
It's a fine hair to split, but still, just wanted to put that out there.
If the Ares Fury x2 comes out in a reasonable amount of time and doesn't cost 3 virgins and a golden goose, I'm grabbing it. So far all signs point to no Lightning Fury X, and that has me bummed.
That's not how SFR works. There's no drawing lines. In both cases of AFR and SFR whole screens are drawn. The difference between AFR and SFR is that in SFR the whole screen is split in proportionate halves between the available gpus. See Civ:BE for an example of SFR. And SFR btw is intended for tight frametimes and high minimum fps over high FPS so not all games will lend themselves to SFR.Originally Posted by F3ERS 2 ASH3S
Quote:
From what you said .. half correct, yes it splits it, but what you explained was tradition as to how it has.. the other way is to actually split the screen differently, thus each GPU controls a different part of the screen itself and then can utilize the full VRAM for that GPU available.. as opposed to the interlacing rendering that requires the same information to be loaded on both GPUs to keep in sync, Thus removing the force of having to have the GPUs synced allows for more VRAM to be used.. maybe VRAM stacking isn't 100% accurate however the way that it is done does the same thing as long as it is coded appropriately.Originally Posted by 47 Knucklehead
Technically it isn't "VRAM stacking" so much as it is how multiple video cards will draw a screen. In a two card system, one card will draw the odd lines, the other card will draw the even lines. Thus a card does not need to draw the entire screen image, only half of it, thus it will only need half as much memory.
It's a fine hair to split, but still, just wanted to put that out there.
Source
I'm just hoping EK comes out with a full block for the Fury X2 shortly after release. Have two 240mm Alphacool Monsta radiators for just my 4790k and the Fury X2.
Thats what I said.. you are arguing what I said LOLOriginally Posted by tsm106
That's not how SFR works. There's no drawing lines. In both cases of AFR and SFR whole screens are drawn. The difference between AFR and SFR is that in SFR the whole screen is split in proportionate halves between the available gpus. See Civ:BE for an example of SFR. And SFR btw is intended for tight frametimes and high minimum fps over high FPS so not all games will lend themselves to SFR.
So yeah you just took what I sid reworded it.. contradicted yourself then took what I said as the right way just making yourself look like you're right when I had actually clarified and corrected what you had said.. .bunch o lolzYou: In a two card system, one card will draw the odd lines, the other card will draw the even lines. Thus a card does not need to draw the entire screen image
Me: half correct, yes it splits it, but what you explained was tradition as to how it has.. the other way is to actually split the screen differently,
SFR is actually older than AFR and was used long before frame interval was a real concern. The original 3DFX SLI (scanline interleave) is a type of SFR and many games used SFR during the first several years of NVIDIA's SLI and ATI's Crossfire.
lol wut? Where did you explain that in a simple manner? What is this force and full vram gibberish? Again there is no drawing lines odd or even lol. The whole screen is drawn in AFR and in SFR the screen is divided by the number of gpus.Originally Posted by F3ERS 2 ASH3S
Quote:
Thats what I said.. you are arguing what I said LOLOriginally Posted by tsm106
That's not how SFR works. There's no drawing lines. In both cases of AFR and SFR whole screens are drawn. The difference between AFR and SFR is that in SFR the whole screen is split in proportionate halves between the available gpus. See Civ:BE for an example of SFR. And SFR btw is intended for tight frametimes and high minimum fps over high FPS so not all games will lend themselves to SFR.
Quote:
So yeah you just took what I sid reworded it.. contradicted yourself then took what I said as the right way just making yourself look like you're right when I had actually clarified and corrected what you had said.. .bunch o lolzYou: In a two card system, one card will draw the odd lines, the other card will draw the even lines. Thus a card does not need to draw the entire screen image
Me: half correct, yes it splits it, but what you explained was tradition as to how it has.. the other way is to actually split the screen differently,
What I mant was splits the screen, with DX12 instead of having to load the same ram info to both cards to keep synced, it allows for each card to take a portion of the screen (not interlacing but sections IE top and bottom of the screen) and that is where the boost of the RAM comes from.. so it allows the VRAM to be utilized better as opposed to having to load redundant information to keep it synced.
SFR only reduces frame buffer size needed, all the assets needed to render each frame must still be mirrored, so VRAM savings tends to be minimal.Originally Posted by F3ERS 2 ASH3S
What I mant was splits the screen, with DX12 instead of having to load the same ram info to both cards to keep synced, it allows for each card to take a portion of the screen (not interlacing but sections IE top and bottom of the screen) and that is where the boost of the RAM comes from.. so it allows the VRAM to be utilized better as opposed to having to load redundant information to keep it synced.
I think the example that I used was what threw off what I was saying,, so poor example.. but that is why I tried correcting the example, so instead of splitting the whole frames to the gpus, now it splits the screen so the frames are smaller and each gpu renders a different area of the screen per frame.Originally Posted by Blameless
Three main ways to do SFR that I am aware of:
- Scan-line interleave. Old 3DFX method where each card draws alternating scanlines. Thus if you were playing a game at 800x600, each card would render an 800x300 image, which would be interleaved.
- A literal split frame. The driver looks at each incoming frame, guesstimates where the entire frame would need to be split into two (or more) parts so that each part takes roughly the same time to render, then gives each part to a different GPU to render before compositing them all together and displaying the finished frame. Early implimentations seem to have split the frame at the same point regardless of what was being displayed, which tended to scale very poorly as it was likely each GPU would get sections that required very different times to render, making the others wait before a frame was ready.
- Tiling/supertiling. Each frame is split into many small segments called tiles and each GPU renders alternating tiles. Easier to balance loads this way.
SFR only reduces frame buffer size needed, all the assets needed to render each frame must still be mirrored, so VRAM savings tends to be minimal.
DX12's new method is not SFR, it's something far more.
http://blogs.msdn.com/b/directx/archive/2015/05/01/directx-12-multiadapter-lighting-up-dormant-silicon-and-making-it-work-for-you.aspxOriginally Posted by Blameless
Three main ways to do SFR that I am aware of:
- Scan-line interleave. Old 3DFX method where each card draws alternating scanlines. Thus if you were playing a game at 800x600, each card would render an 800x300 image, which would be interleaved.
- A literal split frame. The driver looks at each incoming frame, guesstimates where the entire frame would need to be split into two (or more) parts so that each part takes roughly the same time to render, then gives each part to a different GPU to render before compositing them all together and displaying the finished frame. Early implimentations seem to have split the frame at the same point regardless of what was being displayed, which tended to scale very poorly as it was likely each GPU would get sections that required very different times to render, making the others wait before a frame was ready.
- Tiling/supertiling. Each frame is split into many small segments called tiles and each GPU renders alternating tiles. Easier to balance loads this way.
SFR only reduces frame buffer size needed, all the assets needed to render each frame must still be mirrored, so VRAM savings tends to be minimal.
DX12's new method is not SFR, it's something far more.
If the Ares releases quickly after the X2's launch EK isn't too much of a worry. The 290x2 Ares was a nice full cover copper block with a single slot bracket already installed.