Mooi bericht dit ook uit LongbowNL zijn linkje:
The fourth lesson: Multi GPU (SLI/CrossfireX) is fucking complicated. You cannot begin to conceive of the number of failure cases that are involved until you see them in person. I suspect that more than half of the total software effort within the IHVs is dedicated strictly to making multi-GPU setups work with existing games. (And I don't even know what the hardware side looks like.) If you've ever tried to independently build an app that uses multi GPU - especially if, god help you, you tried to do it in OpenGL - you may have discovered this insane rabbit hole. There is ONE fast path, and it's the narrowest path of all. Take lessons 1 and 2, and magnify them enormously.
Ik heb 2x de R9 290 in crossfire gehad. En ik heb echt niet veel problemen gehad in games. Alleen bij Far Cry 4 heb ik 1x in de 20 minuten even microstutter. Maar door dit soort posts ga je wel meer begrijpen van hoe complex die DX drivers zijn.
The fourth lesson: Multi GPU (SLI/CrossfireX) is fucking complicated. You cannot begin to conceive of the number of failure cases that are involved until you see them in person. I suspect that more than half of the total software effort within the IHVs is dedicated strictly to making multi-GPU setups work with existing games. (And I don't even know what the hardware side looks like.) If you've ever tried to independently build an app that uses multi GPU - especially if, god help you, you tried to do it in OpenGL - you may have discovered this insane rabbit hole. There is ONE fast path, and it's the narrowest path of all. Take lessons 1 and 2, and magnify them enormously.
Ik heb 2x de R9 290 in crossfire gehad. En ik heb echt niet veel problemen gehad in games. Alleen bij Far Cry 4 heb ik 1x in de 20 minuten even microstutter. Maar door dit soort posts ga je wel meer begrijpen van hoe complex die DX drivers zijn.