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[WinBuzzer] Microsoft Simplifies Multi-GPU Support for DirectX 12 Developers - Page 5

post #41 of 90
Quote:
Originally Posted by Tsumi View Post

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.

I thought DX11 CFX/SLI saw 2 cards and wth DX12 would see 1 card with one big memory pool
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post #42 of 90
Quote:
Originally Posted by diggiddi View Post

I thought DX11 CFX/SLI saw 2 cards and wth DX12 would see 1 card with one big memory pool

Nope. That is a huge misunderstanding in how multi-GPU technology works, in both DX11 and DX12.
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post #43 of 90
Quote:
Originally Posted by Tsumi View Post

You're missing the point of this "feature." And you have entirely missed the point of DX12 in general.

1. This "feature" makes it easier for developers to implement multi-GPU in DX12, at the cost of scaling efficiency. A properly done multi-GPU DX12 setup would get 90-99% scaling, while multi-GPU implemented through this method might get 50% scaling or less.

2. DX12 was never about making the work easier for the developer. It was all about letting the developer do as they want at the expense of requiring more work to implement. Where DX11 was making an art piece with templates, DX12 is giving a blank canvas.
Because workstation cards don't need to worry about synchronizing their output with millisecond precision.

pm me if you wish to explain more just curious
could a dx12 multi gpu tool be created and used to spread the work load for users needs w/o adding problems I know there alot more to it but just wondering if its possible

quick example
970 45% of rendering
970 45%
670 10%
post #44 of 90
Does this use Alternate Frame rendering or changes to SFR? and how this differ from explicit multi adapter?
  
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post #45 of 90
Iirc there are 2 modes in dx12. LDA (linked) that requires hardware support but it gives the best scaling and MDA that is the more general way with less efficiency .

Dx9/10/11 had zero information about multigpu. The only way was to get the crossfire API and the SLI API from the drivers and hook your application.

Now there are specific guidelines for multi-gpus and dx12 provides all the instructions and that tools that a developer needs for EMA(Explicit multi adapter)

It's way less of a pain now to support multi-gpus but your engine needs to full support dx12
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post #46 of 90
Quote:
Originally Posted by sugarhell View Post

Iirc there are 2 modes in dx12. LDA (linked) that requires hardware support but it gives the best scaling and MDA that is the more general way with less efficiency .

Dx9/10/11 had zero information about multigpu. The only way was to get the crossfire API and the SLI API from the drivers and hook your application.

Now there are specific guidelines for multi-gpus and dx12 provides all the instructions and that tools that a developer needs for EMA(Explicit multi adapter)

It's way less of a pain now to support multi-gpus but your engine needs to full support dx12
So still this uses the LDA? or it can mix adapters?
  
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post #47 of 90
Quote:
Originally Posted by PontiacGTX View Post

So still this uses the LDA? or it can mix adapters?

I think most games dx12 that supports EMA use MDA. It is the easiest way and it requires less work. I dont know any more information i need to catch up this summer on this subject
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post #48 of 90
I hope this leads to games taking advantage of iGPU's as well.
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post #49 of 90
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Originally Posted by bigjdubb View Post

I hope this leads to games taking advantage of iGPU's as well.

Who knows, but iGPUs tend to have a fraction of the power of discrete cards, and any system that uses them in conjunction will most likely have to underutilize the integrated gpu, to avoid having it hold back the more powerful card. Doesn't really seem like that much of a killer feature.
post #50 of 90
Quote:
Originally Posted by dogen1 View Post

Quote:
Originally Posted by bigjdubb View Post

I hope this leads to games taking advantage of iGPU's as well.

Who knows, but iGPUs tend to have a fraction of the power of discrete cards, and any system that uses them in conjunction will most likely have to underutilize the integrated gpu, to avoid having it hold back the more powerful card. Doesn't really seem like that much of a killer feature.

Additionally, it would still require you to have multiple sets of drivers unless your iGPU was same manufacturer as your primary cards. Outside of gaming or to support older games using a mixed brand GPU setup would be really strange and probably problematic (with drivers), even if it has a nice boost in a very few particular games I don't see the mixing becoming to big of a thing unless you build a PC for 1 game that it works well on tongue.gif

Some cool ideas and possibilities but it's going to be a while for support to grow for this or developers to embrace it, if they ever do.

Some years ago we actually had some viable mixing of AMD/Nvidia where you might use an AMD/Nv card as primary and a less powerful Nvidia card as secondary to render PhysX. That was a bit tricky to get working and support ended for that quite a while ago but there were some small performance/visual benefits to it in certain games that relied on PhysX.
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