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What are the benefits and uses of SLi? - Page 2

post #11 of 17
Thread Starter 
But with SLi, would I benefit something since I do alot of rendering?

The read that was posted stated so, is that true?
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post #12 of 17
The graphics card has no effect whatsoever on rendering times from 3D packages, rendering is performed by the CPU on its own.

SLI is of no benefit for 3D packages, something like a 8800GT or 8800GTS will be more than adequate for your needs.

A quad core cpu will benefit you the most for rendering, a Q6600 OC'd will provide reasonable render times for a modest outlay.

If your feeling flush then a dual quad core system based on either a traditional socket 771 (Xeon) or the skulltrail platform will provide even quicker render times.
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post #13 of 17
Thread Starter 
Quote:
SLI offers two rendering and one anti-aliasing method for splitting the work between the video cards:
  • Split Frame Rendering (SFR), the first rendering method. This analyzes the rendered image in order to split the workload 50/50 between the two GPUs. To do this, the frame is split horizontally in varying ratios depending on geometry. For example, in a scene where the top half of the frame is mostly empty sky, the dividing line will lower, balancing geometry workload between the two GPUs. This method does not scale geometry or work as well as AFR, however.
  • Alternate Frame Rendering (AFR), the second rendering method. Here, each GPU renders entire frames in sequence – one GPU processes even frames, and the second processes odd frames, one after the other. When the slave card finishes work on a frame (or part of a frame) the results are sent via the SLI bridge to the master card, which then outputs the completed frames. Ideally, this would result in the rendering time being cut in half, and thus performance from the video cards would double. In their advertising, Nvidia claims up to 1.9x the performance of one card with the dual-card setup.
  • SLI Antialiasing. This is a standalone rendering mode that offers up to double the antialiasing performance by splitting the antialiasing workload between the two graphics cards, offering superior image quality. One GPU performs an antialiasing pattern which is slightly offset to the usual pattern (for example, slightly up and to the right), and the second GPU uses a pattern offset by an equal amount in the opposite direction (down and to the left). Compositing both the results gives higher image quality than is normally possible. This mode is not intended for higher frame rates, and can actually lower performance, but is instead intended for games which are not GPU-bound, offering a clearer image in place of better performance. When enabled, SLI Antialiasing offers advanced antialiasing options: SLI 8X, SLI 16X, and SLI 32x (8800-series only). A Quad SLI system is capable of up to SLI 64X antialiasing.
This states that rendering is made easier and faster with SLi, so this is not true?

Also, I went for a Quad - Q9450
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post #14 of 17
That only applies to what is being drawn on screen in real time by the GPU.
Rendering of a model in 3DS Max or similar is performed by the CPU and typically takes a lot longer...
nVidia implemented a GPU based rendering solution called Gelato, however it is not widely supported and is seen as a bit of a dead end solution at present.
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post #15 of 17
Thread Starter 
So, there is no use for SLi in rendering?
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post #16 of 17
no, none at all.
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post #17 of 17
Thread Starter 
ok than

tnx for all your help
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