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[WinBuzzer] Microsoft Simplifies Multi-GPU Support for DirectX 12 Developers - Page 3

post #21 of 90
Quote:
Originally Posted by naz2 View Post

sounds neat but in reality the performance gains from asymmetrical setups will probably be pathetic
it depends on how the developer do the resource load balancing.

I suppose that the main GPU render the entire background while the smaller GPU render Character only or In-game UI or compute.
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post #22 of 90
Quote:
Originally Posted by diggiddi View Post

Could you elaborate some more?
thx

Current SLI/Crossfire multi-GPU gaming is done with the driver controlling the workload to each GPU, and coordinating the GPUs. The game does not see multiple GPUs, it just sees the single GPU as presented by the driver. That is why SLI/Crossfire profiles made by nVidia/AMD are necessary to get optimal performance. This is DX11.

In DX12, the game has more direct control over the GPU, and can quite literally bypass the driver. In the same sense, the game can control and coordinate the workload to the GPUs, and how good it is is dependent on the game developer rather than the driver profiles by nVidia/AMD. It's more burden on the game developer, and this just aims to help developers do simplistic but inefficient (low scaling) multi-GPU use. Efficient (high scaling) GPU use still requires significant work by the game developer.
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post #23 of 90
Doesn't this also include iGPUs in the mix? Considering decent AMD's iGPU performance, though limited to budget CPUs, and Intel's progress in this field, an average consumer would most likely be combining dGPU and iGPU with this tech.
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post #24 of 90
Quote:
Originally Posted by scorch062 View Post

Doesn't this also include iGPUs in the mix? Considering decent AMD's iGPU performance, though limited to budget CPUs, and Intel's progress in this field, an average consumer would most likely be combining dGPU and iGPU with this tech.

I think exactly that was the idea behind it. Since intel has the majority on CPU market and has been making reasonable progress on the iGPU, the idea was to utilise the iGPU in parallel to whatever dedicated GPU the user has, gaining serious improvements for the "normal" users playing video games. For the enthusiasts, this sort of thing will be rather useless...
post #25 of 90
Hmmm. An abstraction layer.

I knew this was still needed even with DX12 as I could imagine that close to metal programming would be very difficult to implement with the almost infinite hardware configurations of PC gaming systems.
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post #26 of 90
Quote:
Originally Posted by cranfam View Post

Making it easier could help make this more common than it is now. But, I won't hold my breath. Multi-GPU support across different models could have a negative impact on performance, I am interested to see what they will do.


Naw, it works better than pairs of individual cards do right now because it runs multiple sets of drivers when you put an nV and an AMD in the system. Someone did a test a while back and a Fury and a 980ti outran a pair of furies and a pair of 980ti's hands down.

The real end result problem is the differing way that the two companies deal with detail reduction to increase speed. Your nV card skimps all the time and you don't notice, but when you start interleaving that in with an AMD card you will!
post #27 of 90
This was news a year ago...
 
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post #28 of 90
It was news a while ago, however, they have showed no effort to keep on it. Until now. The only DX12 game that the developer has put in the work for cross gpu support was Ashes of the Singularity. DigitalFoundary did a video showing the performance of mixing Nvidia with AMD. Also, moving cards from different PCI-E slots on the motherboard.

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post #29 of 90
Quote:
Originally Posted by Liranan View Post

Vulkan and DX12 actually no longer need drivers to work with games. Developers now have full control over how their games communicate with hardware, thus removing the middle men AMD and Nvidia.

This does mean that we don't need Nvidia bribing developers into using code that locks AMD or even Intel out, which they most likely will considering their hardware doesn't support any DX12 features yet (we're still one to two years away from Nvidia finally implementing Async).


This post is full of a distressingly large amount of misinformation.
Edited by dogen1 - 7/7/16 at 11:22am
post #30 of 90
Quote:
Originally Posted by dogen1 View Post

Quote:
Originally Posted by Liranan View Post

Vulkan and DX12 actually no longer need drivers to work with games. Developers now have full control over how their games communicate with hardware, thus removing the middle men AMD and Nvidia.

This does mean that we don't need Nvidia bribing developers into using code that locks AMD or even Intel out, which they most likely will considering their hardware doesn't support any DX12 features yet (we're still one to two years away from Nvidia finally implementing Async).


This post is full of a distressingly large amount of misinformation.
What in particular? Was it put into too broad of terms? The point of DX12 is to reduce driver overhead, and Nvidia does have a history of effectively bribing developers to cater their games to Nvidia hardware, harming AMD's offerings in the process (directly or indirectly, depending upon how you want to look at it). Both of those are true as I stated them, so perhaps his words were too broad/not explicit enough? In fairness to what I said, I will point out that while AMD's Gaming Evolved hasn't leveled the playing field compared to Nvidia's TWIMTBP, neither company is innocent anymore.
Edited by stargate125645 - 7/7/16 at 12:10pm
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