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Please do an article on multi-card scaling

Quartz-1

Supreme [H]ardness
Joined
May 20, 2011
Messages
4,257
I would like to see [H] do an article dedicated to multi-GPU scaling.

Show how Doom improves form a single 3dfx to SLI 3dfx to a 3dfx v6000. On era-appropriate hardware, of course.

Insert step for first generation to support 3 cards here.

Insert step for first generation to support 4 cards here.

Show how a modern game on a modern PC scales from a 7970 & Titan to 2x 7970 & Titan to 3x7970 & Titan to 4x 7970 & Titan.
 
Wat8.jpg
 
I would like to see [H] do an article dedicated to multi-GPU scaling.

Show how Doom improves form a single 3dfx to SLI 3dfx to a 3dfx v6000. On era-appropriate hardware, of course.

Insert step for first generation to support 3 cards here.

Insert step for first generation to support 4 cards here.

Show how a modern game on a modern PC scales from a 7970 & Titan to 2x 7970 & Titan to 3x7970 & Titan to 4x 7970 & Titan.

for starters doom was not 3d accelerated. It all started with GL quake.
 
Oh my god what you are asking for would take months and months to perform

Oh god I am terrified just thinking about it
 
3dfx's SLI is not NVIDIA's SLI.

3dfx used Scan Line Interleave which renders alternating horizontal lines of pixels composing a frame.

NVIDIA just borrowed the acronym, and for them it means Scalable Link Interface, but the method of multi-GPU rendering NVIDIA uses is AFR, Alternate Frame Rendering which one GPU computes all the odd video frames and the other renders the even frames.

The benefit of AFR over 3dfx's SLI is that AFR takes into account geometry and pixel/shader acceleration, compared to 3dfx SLI which only accelerated pixel/shader acceleration and no geometry.

Your entire premise is flawed from the start.
 
3dfx's SLI is not NVIDIA's SLI.

3dfx used Scan Line Interleave which renders alternating horizontal lines of pixels composing a frame.

NVIDIA just borrowed the acronym, and for them it means Scalable Link Interface, but the method of multi-GPU rendering NVIDIA uses is AFR, Alternate Frame Rendering which one GPU computes all the odd video frames and the other renders the even frames.

The benefit of AFR over 3dfx's SLI is that AFR takes into account geometry and pixel/shader acceleration, compared to 3dfx SLI which only accelerated pixel/shader acceleration and no geometry.

Your entire premise is flawed from the start.
I think the OP should consider that a no? :D
 
3dfx's SLI is not NVIDIA's SLI.

And AMD's Crossfire isn't Nvidia's SLI either.

3dfx used Scan Line Interleave which renders alternating horizontal lines of pixels composing a frame.

I'm aware of that. I had them back in the day. It's still an example of scaling. I've still got my v5500 around somewhere. Of course the technology of 15 years ago was different to that of today.

Your entire premise is flawed from the start.

I beg to differ. You're assuming I'm just interested in SLI and have misunderstood the term. I only mentioned it in relation to 3dfx because they were the first.
 
I would like to see [H] do an article dedicated to multi-GPU scaling.

Show how Doom improves form a single 3dfx to SLI 3dfx to a 3dfx v6000. On era-appropriate hardware, of course.

Insert step for first generation to support 3 cards here.

Insert step for first generation to support 4 cards here.

Show how a modern game on a modern PC scales from a 7970 & Titan to 2x 7970 & Titan to 3x7970 & Titan to 4x 7970 & Titan.

NVIDIA GeForce GTX TITAN 3-Way SLI Review
 
Finding all the hardware to make your request a reality would be a staggering job for anyone. If they were to retest all of the SLI/x-fire setups from the past.

I thought [H] already talked about multi card scaling in most of their reviews? (maybe not for single cards, but in game reviews and multi card reviews)

I guess it would be cool to see an up-to-date overview of x-fire/SLI scaling history. But I'd not want info to go back farther then maybe 3 gens.
 
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