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[WinBuzzer] Microsoft Simplifies Multi-GPU Support for DirectX 12 Developers - Page 6

post #51 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

Software ganged performs better in the end because it allows Dx12 to keep the pace going right
post #52 of 90
Quote:
Originally Posted by dogen1 View Post

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.

Every little bit helps. Since most people already have the iGPU sitting there idling away doing nothing it would be great to use it for something. It would be really nice for the laptop crowd.
Quote:
Originally Posted by Faster_is_better View Post

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.

You already have multiple drivers when running an Intel CPU with an iGPU.



To me it doesn't matter if it is only a 5% boost, the hardware is sitting there doing nothing, I would appreciate the 5% boost for no work on my end. Considering how much time we sink into getting every last drop out of clock speeds, which usually ends up with less than a 5% boost, I think gamers would love the possible performance bump from utilizing the iGPU.
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post #53 of 90
Quote:
Originally Posted by NuclearPeace View Post

I wouldn't run a multi GPU config across multiple architectures, let alone multiple manufacturers. Each architecture has its strengths and weaknesses and it just doesn't sound like it would mesh up well when the two cards are trying to cooperate through SFR or AFR.

If you're defining manufacturers as say EVGA or BFG that's non-sense.

AMD vs Intel vs nVidia is another story though.
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post #54 of 90
Quote:
Originally Posted by Akumaking View Post

I can see this making the APU's a really strong option as well. Or it should at least increase the viability of midrange cards holding value over time being able to xfire/sli them.

I think the APU/iGPU usage would be a big hit among laptop and budget gamers. It could also translate over into the console world with APU's and dGPU's in the same system.


Now that I think about it, the upcoming Xbox refresh may be the real reason behind this. Maybe the new Xbox is going to have a dGPU and APU.
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post #55 of 90
Quote:
Originally Posted by MuscleBound View Post

Multi GPU and SLI is a dying breed.
99.99% of people are happy with Single-GPUs.
 

Ironic as OCN users are part of that 1%... So :thinking: oh nevermind. Just struck me as odd.

post #56 of 90
Quote:
Originally Posted by Ghoxt View Post

Ironic as OCN users are part of that 1%... So thinking.gif  oh nevermind. Just struck me as odd.

It's a false statement anyways. Most gamers have multiple gpu's, we just can't always use them both at the same time. If folks with an APU were able to leverage it's power along with their dGPU they would likely be happier than they were with their dGPU only.
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post #57 of 90
Quote:
Originally Posted by pas008 View Post

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%

It's not that simple. Every frame is dynamic, and the amount of workload varies from frame to frame. Traditional multi-GPU uses a technique called AFR, or alternate frame rendering, where the GPU alternates between each frame. It is the simplest method, but it comes with limitations. The first is that the software has to predict ahead what the frame will be. If it predicts wrong, the frame has to be redone. Not too much of a problem with a single GPU where it has to predict one frame ahead, but much bigger problems when it has to predict two or three frames ahead. And again, each frame has varying amounts of workload. This is already hard enough to synchronize with GPUs of exact same power, now imagine the nightmare with GPUs of different power.

The alternate method is with SFR, or split frame rendering. Elements in the frame are split up among the GPUs and rendered separately, then stitched together. This method does not have the drawback of needing to predict ahead, but it requires smartly splitting the elements, a feat that is not easily accomplished. Remember that the assets need to be loaded into the GPU VRAM in order for it to render, and if it needs a new set of assets in order to render, that slows down its processing because it now has to wait for data from the CPU. The software would have to smartly guess on average what elements to assign to each GPU. Remember that in 3D rendering, each object on the screen is its own element, rendered from the GPU VRAM as the situation requires.

Multi-GPU is an extremely complicated thing to do right, and with a relative minority of gamers actually caring about multi-GPU support, most developers will settle for good enough.
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post #58 of 90
This is how I read the article:

"Confirmed X-Box Project Scorpio will use an AMD APU and GPU running in xfire"
post #59 of 90
Quote:
Originally Posted by Liranan View Post

Right, AotS showed the usual false promises rolleyes.gif

The only false promises we have seen so far have been from Nvidia claiming their hardware supports DX12 (not going to get into M$py and their spying).

Nvidia absolutely supports DX 12, and you damn well know it. Further, A-Sync still has yet to prove to be anything significant. Which is also why supporting it isn't a requirement of DX 12 support, one could imagine.

Stop with knowingly spreading fud.
    
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