What the hell are you talking about "I didn't read"? I responded to EXACTLY what you said ... are you just trying to be annoying?
FOR REAL, SLI IS ALTERNATE FRAME RENDERING. BOTH CARDS DOING THE SAME THING (physX excepted), taking turns rendering frames.
Caveat: SLI may also be able to work using SFR, in which case one card does the top half of the frame, the other does the bottom half. I won't say it can't because I'm not positive about that.
But ... persuant to your 2nd post: if you think SLI can be driven by game code directing one card to 'do textures' and the other to 'do details' (whatever that means ) you are DEAD WRONG. That IS NOT SLI. PERIOD. END-OF-STORY.
BTW, I'm 44 years old, KID
Am *I* brain-dead? That is pretty hilarious. You are the one who doesn't friggin understand the basic concepts involved here ... where do you think that list of game profiles comes from, space?
So ... this whole SLI profile thing ... I'm going to 'splain it to you nice and slow, from the top, okay? It's really pretty simple, try to keep up:
When a new driver set or patch comes out, newer games get game profiles. Part of the game profile is a collection of settings that enable SLI for that game. Having a game profile for a game is ESSENTIAL for SLI to work for that game (again, unless you mess with altering .exe names).
The basis for SLI support in any game is a game profile that points at the .exe of the game. AION had to already HAVE a profile (and hence the possibility of SLI working was already there) in order for you to even be able to CHOOSE AION from the dropdown and make game-specific changes for that game.
If SLI did not work in AION when you first got the game, but then you got SLI to work by choosing AION from the dropdown in the NVCP, and altering the rendering method, what you did was CORRECT ONE SETTING in the EXISTING SLI profile (that nV made for the game) that was previously INCORRECT (or possibly left NULL), and thus you made SLI work correctly for AION.
If you want to call that 'enabling SLI', fine. But the SLI profile was there, because that's part of the game profile. And you couldn't have 'enabled SLI' in this way without the game profile (of which the SLI Profile is a subset) being there in the driver, created by nVidia.
I really hope you took the time to read what I just wrote for you. It will really help you have intelligent discussions on OCN about SLi with sounding utterly CLUELESS like you have on this thread
AFA microstutter goes, I'm not gonna sit here and tell you that you cannot see the microstutter at 300fps. Maybe you can. But it's generally accepted (and my personal experience confirms) that it's primarily noticeable at lower FPS.
In lower frame rates[note 1] when this effect may be apparent the moving video appears to stutter, resulting in a degraded gameplay experience in the case of a video game, even though the frame rate seems high enough to provide a smooth experience.
Here's a VERY in-depth article about the subject of microstutter. If you read through the whole thing (which you won't) you'll discover that there's HUGE variability in the whole phenomenon, but the ONE thing that they seem to take as axiomatic is that it's mainly a noticeable problem at lower fps. Here's an excerpt from the conclusion:
It does, in the strictest sense, exist. It can be a true deterrent from a good gameplay experience ... however, the cases when that happens are already plainly bad: you need to be performance choked in order for the bulk of inter-frame deltas to shift towards being greater than 25 ms, which is the truly obnoxious zone. So, technically, if you're at 20 FPS due to rendering constraints, and not some sort of framerate cap, on a dual-GPU solution, micro-stuttering will be a big problem, but being at 20 FPS is a far greater problem in itself. Where would a single GPU solution be? Low teens? We'd like to reiterate that, if you're in that zone with a high-end single-GPU, going multi-GPU won't save you: don't do it, you'll just frustrate yourself. <snip> We've seen that once performance is good, it becomes a non-issue.