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SLi scaling better and better these days? - Page 2

post #11 of 24
quad scaling has also improved quite a bit...

but it is still not that good...
post #12 of 24
Actually most people on ocn.net have disadvised to a GTX 295 Quad SLI setup because of very bad scaling,Micro Stuttering etc.

But honestly I have never encountered any problems so far.
I use the 258.96 Driver which actually does not have the greatest SLI profiles for newer games but gives me best performance.

I two Single PCB 1xMSI ENGTX 295 and 1xASUS ENGTX 295
on 740/1540/1240 on water.

Every game that has crossed my rig maxed out never <100 FPS

I never experienced any MS or bad scaling always AAX16 and 16-32 AF..1920x1280 1080P 42" Sony Bravia 1,5 meters diagonal on HDMI Apdapter:http://forums.pureoverclock.com/atta...6&d=1293881401

With new Drivers the performance drops significantly because sadly Nvidia is focusing on their upper range cards and leaving 200 series left out.
To justify that they smash some pedanticly coded SLI profiles in and that´s it.
Scaling is also depending on other components not just the gpu keep that in mind.
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post #13 of 24
I don't think Quad scaling is ever going to become a mainstream thing because of the ever increasing power of single card solutions and the expense involved in getting all the associated hardware to support four high end graphics cards. Without a lot of consumers buying the cards for those purposes I cannot see AMD or Nvidia investing too heavily into making it perform better.
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post #14 of 24
You should check out "Why are high end cards a waste at "1080P" I posted an answer to what you said
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post #15 of 24
Multi-GPU setups in excess of 2 cards scale very well if all those cards are working on separate tasks (not in SLI)... Like folding or boincing
     
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post #16 of 24
Thread Starter 
Quote:
Originally Posted by hodgoes2001 View Post
about it...

i mean Crysis 2 demo didn't support SLI..

then a SLI profile came out for it..

now it works!
That seems odd. The game is days, maybe weeks old at best? Why not just release it with the game?

Quote:
Originally Posted by Kung Pow View Post

With new Drivers the performance drops significantly because sadly Nvidia is focusing on their upper range cards and leaving 200 series left out.
Yeah but don't they eventually get back to working on the drivers for their older cards? I seem to remember new drivers coming out for my 5 year old laptop's GPU. And even my 7950 GTX AGP card. They seem to continually release drivers for older stuff as the years go by.
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post #17 of 24
Quote:
Originally Posted by hodgoes2001 View Post
quad scaling has also improved quite a bit...

but it is still not that good...
Once you play at a resolution higher than 1920x1280 AA becomes redundant.
I have experienced that ...there is no difference between 1920x1280 with 16xAA and 2560x1920 with 0xAA.

That is why SLI scaling itself does not make a lot of sense because the higher the resolution gets the less your eyes will be able to percept a significant change of the picture because the difference becomes too small.

And an SLI setup is bound to be able to run at higher resolution because of the extra performance.
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post #18 of 24
Quote:
Originally Posted by Kung Pow View Post
Once you play at a resolution higher than 1920x1280 AA becomes redundant.
I have experienced that ...there is no difference between 1920x1280 with 16xAA and 2560x1920 with 0xAA.

That is why SLI scaling itself does not make a lot of sense because the higher the resolution gets the less your eyes will be able to percept a significant change of the picture because the difference becomes too small.

And an SLI setup is bound to be able to run at higher resolution because of the extra performance.
Perception is a subjective thing. Even at Surround resolutions, I still notice the jagged lines, which prompts me to enable at least 2X AA if I can swing it. Thankfully, most of the time 2X and 4X are feasible so it works out for me. However, there are some games where AA is just not possible or not even available and really does detract from the image quality. Often times, they do require forcing it through the Control Panel or creating a customer profile for the game, in which case, the scaling does become important as performance tends to drop.
     
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post #19 of 24
Quote:
Originally Posted by brettjv View Post
Wow... lot of claptrap on this thread.

99% of games don't know anything about multi-gpu, and they wouldn't do anything differently in response to it's presence even if they did.

Thus, games aren't 'coded for scaling' or anything like that. And there's no set amount of scaling inherently involved with a particular game.

SLI and Crossfire 'happen' at the driver level, not the game level.
I apologize for reviving an old thread, but I wanted to touch upon the statements above. I'm not trying to start an argument, but I felt this was worthy of further discussion as I was pretty sure that there had to be more to multi-GPU scaling besides just the drivers.

I just started playing around with Shift 2 Unleashed and am running into very bad scaling - even with the latest WHQL drivers from Nvidia, which happen to have a Shift 2 profile. It turns out, the game's development team is working on an upcoming game patch that would actually improve SLI/Crossfire scaling in the game:

http://www.nogripracing.com/forum/sh...d.php?t=248847

Quote:
Originally Posted by Griff
Some people have noted that the game doesn't scale well with SLI/Crossfire - SLI performance scaling doesn't just automagically happen, it requires quite close collaboration with the GPU makers. We've been in regularly contact with NVidia and ATI throughout the development of the game, with their performance teams feeding back on any areas where we could improve, pooling our expertise with theirs. About 6 weeks of programmer time was spent pre-shipping on SLI/Crossfire scaling - we needed another 4 weeks since we went gold because of the complexity of implementing this in such a large engine. Both GPU makers have devoted a lot of time to some complex issues.

So yes, the upcoming patch includes SLI/Crossfire scaling. To give you an example a GTX 295 will go from 48fps to nearly 70fps in 1080p. Also the rendering team found some further optimizations so that normal (non SLI) graphics performance should be 5-10% faster with the patch.
So it appears at the game level, some form of coding needs to be present in order for multi-GPU scaling - and it appears complex coding at that. Granted, Shift 2 does not represent all games out on the market, but it seems that collaboration with the GPU driver development teams along with the game developers is necessary in bringing out the best possible performance with our hardware.
     
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post #20 of 24
So, I stand corrected, Covertash

Thanks for reminding me that I need to do a better job of 'qualifying' my points/answers. What I stated as 'fact' was actually just an 'educated guess' on my part, based on observation and deduction rather than knowing something for a stone-cold fact. I should have expressed it as such rather than as an absolute as I did.

In my defense I will say, in all the years I've been involved with PC gaming hardware, this is the first time I've seen a missive of this nature from a game developer, wherein they admitted culpability for poor SLI scaling and stated that they were working on a game patch that would improve it.

Every other time in the past 5 years I've heard anything about SLI scaling being improved, it was coming from nVidia, and it was due to changes/updates to Forceware.

So I (apparently incorrectly) deduced that the developers just do their thing, and it's up to nVidia to tweak drivers to make SLI work optimally with the game.

I wonder though how often game studios actually DO this kind of thing (i.e. create patches just to make SLI scaling work better) given what a tiny % of the market actually uses SLI?

Anyways, this is good stuff to know ... thanks for sharing. I'm going to look into it further to find out just what kinds of things are involved in making a game 'scale better in SLI'. Since I have the owner and lead developer of a game software company sitting 10 feet from me at my office, I should be able to get some insights pretty readily
    
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