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post #11 of 26
Quote:
Originally Posted by rx7speed View Post
one question I have though is if rather then doing alternating frames you setup sli to do half frame rendering. this way rather then with alternating frame each card is still using the same textures instead each card only gets half the frame and with that you should have different textures on each of them.
It doesn't work that way I'm afraid.

As it stands now, no matter what frame-rendering configuration for doing SLI anyone has come up with, both cards have to have all the textures that COULD come into their 'field of view' if you will, otherwise, you'd have to move texture data across the PCI-express bus to move it from one card to the other, and your performance would immediately tank.
    
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post #12 of 26
Quote:
Originally Posted by Crazy9000 View Post
However, I do think it's possible for them to design a dual card that shares the memory in the middle, but you would run into massive cooling issues, as well as having to specifically design the card for that purpose, rather then just slapping two existing cards together like the current x2 designs.
Two GPUs sharing one memory space? Good luck with that. You will hit extremely difficult to solve issues of locking. Look at dual CPU systems, each processor gets its own dedicated RAM for a reason.

brettjv is pretty much spot on. It is much easier to just dump the entire dataset to each GPU instead of selective providing the needed dataset. The selective part will require a dedicate memory controller that is low latency while able to predict required data.
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post #13 of 26
Yes i may be a complete nub and retard.
But why dont they basically split teh screen for sli? Like one card handles one side, the other card handles the other,
Than they dont have to overcome the hurdles of the cards working together, they should just work seperately on different parts of the screen.
Unless thats already been discussed and tried but too hard to implement
    
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post #14 of 26
Thread Starter 
Quote:
Originally Posted by arekieh View Post
Yes i may be a complete nub and retard.
But why dont they basically split teh screen for sli? Like one card handles one side, the other card handles the other,
Than they dont have to overcome the hurdles of the cards working together, they should just work seperately on different parts of the screen.
Unless thats already been discussed and tried but too hard to implement
Well that is in a sense the idea of AFR and SFR, but i have yet to see any gains by these methods. Well, apart from OpenGL applications anyway...
 
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post #15 of 26
Quote:
Originally Posted by arekieh View Post
Yes i may be a complete nub and retard.
But why dont they basically split teh screen for sli? Like one card handles one side, the other card handles the other,
Than they dont have to overcome the hurdles of the cards working together, they should just work seperately on different parts of the screen.
Unless thats already been discussed and tried but too hard to implement
What happens when an object passes from the top section to the bottom section?
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post #16 of 26
Quote:
Originally Posted by DuckieHo View Post
What happens when an object passes from the top section to the bottom section?
dam u
lol
    
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post #17 of 26
Quote:
Originally Posted by DuckieHo View Post
What happens when an object passes from the top section to the bottom section?
The computer explodes .
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post #18 of 26
Quote:
Originally Posted by t4ct1c47 View Post
Not exactly fail, but the performance is hindered in the majority of applications by the limited memory bus. Although in the case of the 9800GX2 and HD3870X2 each GPU has a 256-bit bus to their respective set of 512MB memory.
Unless I'm misunderstanding you (and I apologize if I am) this statement does not appear to be accurate.

The reason that a 512MB (oh, lets just say an) 8800GT will outperform a 1GB model in a majority of situations (typically by <1%) is because the 1GB card has looser VRAM timings than the 512MB version. The memory bus width has nothing to do with it. Not saying that's what you said, I'm just stating it (again) for the record.

And to the extent performance is 'hindered' in a 1GB 8800GT in any absolute sense, it has just as much if not more to do with the inherent limitations of the GPU as it does with the memory BANDWIDTH ... cuz remember, bus width is only one part of the bandwidth equation.

You know, I've been in this game long enough to remember (by that I mean, like, 2 years ago) this EXACT same debate coming up back when the 512MB version of the 7800GT came out, and the 256MB version was compared to it, and in the majority of cases, the 256MB card kept up almost exactly with the 512MB version (except, of course, with large texture games using high res/AA, where the 512MB version blew doors, just like the 8800GT 1GB can do now over the 512MB 8800GT), but there were all these (uninformed) people out there that said 'Oh, look, the 512MB card doesn't totally kick butt on the 256MB card all the time like we (since we're uninformed) would have expected! Wait, hey, of COURSE, its the memory bus, can't have a 512MB of VRAM with a 256bit bus!'

And now look, EVERYONE has a similar setup to this, and it's the cats meow.

WHY? Because the CORES got FASTER.

Hopefully you see why I take issue when people say this about the memory bus width 'limiting' performance of a larger memory card. It really has more to do with the core and it's capabilities overall, as well as the fact that the extra memory only gets USED in limited situations, thus, giving the appearance that it's 'not working' to improve performance. Extra VRAM NEVER HAS and NEVER WILL give you 'across the board' performance improvements. It's only when you NEED IT due to the game and the settings that it makes ANY difference having more of it.
    
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post #19 of 26
Quote:
Originally Posted by arekieh View Post
Yes i may be a complete nub and retard.
But why dont they basically split teh screen for sli? Like one card handles one side, the other card handles the other,
Than they dont have to overcome the hurdles of the cards working together, they should just work seperately on different parts of the screen.
Unless thats already been discussed and tried but too hard to implement
A logical question, but the thing you have to remember is that the textures get loaded into memory BEFORE you even start playing the level you're on in the game. There would be no way for the card to tell which card's vram to load a given texture to at that stage, right, cause, in game, you could walk up to, for instance, Alyx Vance (and say 'uhh ... hey... bebby') in most cases from any angle at any given time, she could be on the left, right, top or bottom (if you're lucky) of your screen. By the time you're actually playing, the cards cannot 'talk to each other' nearly fast enough to share teh 'Alyx Vance' data back and forth (and up and down, up and down) without massive slowdowns, so they each have to have their own copy of Alyx Vance. Lucky bast@rds they are ...
    
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post #20 of 26
And as far as the shared memory idea goes, what Duckie says is spot-on, too.

There is simply no good reason to go to expense of developing the complex system that would be required to share the vram memory space ... much cheaper and equally effective to simply add more memory to each of the two cards ... the architecture/technology is already there.
    
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