Why Don't Multiple GPUs Scale Properly?

Techquickie ·Techquickie ·2017-05-06 · 1,121 words · ~5 min read
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0:00 In your quest for the highest frame rates, the prettiest textures, and the
0:05 most karma in the PC master race
0:08 subreddit, you decided to go with a multi-GPU setup for your new gaming rig.
0:14 But when you fire up your games, you notice that the sick gains you're
0:19 getting aren't really what you expected, especially after
0:24 dropping so much money on your system.
0:28 So, what's the deal with that? Well, this problem has plagued PC gamers for
0:33 over a decade. Why don't you usually get
0:37 double the performance from a dual card configuration or triple if you have
0:42 three video cards? I mean, since graphics rendering benefits from having
0:46 more computing units in parallel, which you can learn more about in this video,
0:51 by the way, wouldn't it make sense then for multicard setups like SLI and
0:56 Crossfire to scale pretty easily?
0:59 Unfortunately, it's not quite that simple. For starters, using two separate
1:04 graphics cards means they have to talk to each other somehow. You see, most
1:09 modern multiGPU setups use something called alternate frame rendering, where
1:14 each card renders every other frame
1:17 separately. Sounds efficient, but for
1:20 them to be pushed to your monitor in the right order, the cards have to sync up
1:25 properly, creating a surprising amount of overhead for both the GPUs and the
1:31 electrical communication paths or buses that link them. This overhead not only
1:37 gets worse as you add more cards to your rig, but can even result in a very
1:43 unpleasant phenomenon called micro stuttering, which often shows up even if
1:48 you're getting lots of frames per second. You see, for smooth gameplay,
1:53 you need not only high FPS, but good and
1:58 consistent frame times, which is the
2:02 amount of time that a given frame will remain on your screen. Poor
2:07 synchronization between the cards can leave certain frames on your monitor for
2:12 way longer than they should be, even if the total number of frames each second
2:17 is very high. This can render certain games
2:20 unplayable, even though your setup is more than powerful enough to run it on
2:26 paper. And as if that wasn't enough, an
2:29 even bigger problem is that it's very difficult for your GPUs to know what
2:34 frame to render next since it depends heavily on what the player chooses to
2:40 do. The real time nature of game rendering makes it tough to parallelize
2:46 in certain games among multiple GPUs,
2:49 even with alternate frame rendering, as there isn't always a second frame or
2:54 even part of a predicted one for your second card to work on. Of course, it
3:00 isn't all about the inherent limitations of your hardware. On the software side,
3:05 some game developers have been able to code their games in a manner that makes
3:10 it easier for multiple GPUs to split the workload, while others simply don't
3:15 bother. With the difficulty in coding for a very small subset of customers,
3:22 many devs don't see the point in sinking
3:25 tons of time into making sure that their games will play nice with multicard
3:30 systems. Some games even manage to have worse performance in these situations.
3:36 And finally, you definitely shouldn't run out and buy multiple GPUs if you're
3:40 rocking a multiple monitor setup and you want extra video memory or VRAM to store
3:47 all of your textures. With SLI and
3:50 Crossfire, you are limited only to however much VRAM is on one card because
3:56 both GPUs need to be able to access the same information in memory in order to
4:00 work properly in tandem, whatever it might say on the packaging. So, does
4:06 this mean then that SLI and Crossfire are useless gimmicks and a complete
4:10 waste of money? Well, no. Multicard
4:13 setups will give you the best possible performance in certain use cases and can
4:19 even make some games playable at very high settings and resolutions where they
4:25 wouldn't otherwise be, even with the best single card on the market. Not to
4:29 mention that multiGPU rendering may improve with new APIs like Vulcan and
4:35 DirectX12, which by the way you can learn more about here. Just do your
4:39 research before you buy as to what games
4:42 see the greatest benefit. And remember to keep your expectations realistic.
4:47 After all, you wouldn't expect to be able to drive twice as fast just because
4:52 you bought two cars, would you? Unless
4:55 you're trying to do like a fan remake of Tokyo
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