ChrisRay
06-03-05, 06:00 AM
Well. This is just some speculation, ((Xfire,)) Some facts ((SLI)) and some just generic thoughts from me. I decided to wait a while to get a little more information about it. But here are my thoughts.
The biggest issue being brought up right now is compatibility. People have said that they dont like Nvidia's Profile system because it just doesnt work. While I can understand the criticism. There's usually good reason for this. If a game isnt seeing any performance benefit. Why even enable the second card? It'll just produce more heat. Draw more power. And can sometimes bet detrimental to performance by 1 or 2% at best. The Profile system is somewhat moot anyway. Anyone who'd buy a such setup would obviously know how to install coolbits. And by that point. The Nvidia SLI setup is pretty flexible in your control over SLI applications and how the driver reacts to SLI. There's really no reason why SLI users wouldnt want to do this anyway.
CPU limited scenerios wont benefit anyway. So may as well turn it off. I see no reason to believe ATI will make CPU limited scenerios faster either. I mean just take a look at this TweakTown article (http://www.tweaktown.com/document.php?dType=article&dId=773 ) where it shows that ATI pretty much experiences the same issues Nvidia SLI does in CPU limited scenerios. So I'm failing to see how this is much different from SLI in that regard. Not even ATI is gaurenteeing speedups. So in regards to application support.
In all honestly. ATI is using profiles too for its AFR multirendering aproach. If you look closely between the lines. I doubt anyone will disagree that AFR is right now the best aproach to scaling GPUS and ATI is certainly going to target all the same big name games Nvidia has. If that doesnt work. Go to Super Tiling for Direct3d and Scissors for OpenGL. While Nvidia will default to SFR if AFR doesnt work. Or single GPU rendering if performance isnt any better. IMO this once again exactly the same thing that SLI is doing. The only real difference is. Nvidia allows you to control the profile system with coolbits.
Another thing I've been thinking of. Regarding Control of the multi GPU setup. Currently with coolbits or a few application utilities such as Nhancer. You are allowed complete control over the profile system. You can select AFR, SFR, AFR2 (For RTT type apps)) or single GPU rendering. I've grown really fond of this system honestly. At first it seemed a bit a bit annoying to have to manage this. But now that I have managed it. I can really appreciate its uses. You can decide if you prefer AFR or SFR, without having to wait for driver updates at all. And if you can get away with AFR. There's very little reason not to use it providing it has no compatibility tweaks. Because it will scale geometry as well. Both SFR and Super Tiling will not scale Geometry so the ability to control this is a nice feature. I am not sure at this point if Xfire will allow control over this. As it stands now and from understanding of press released. The Catalyst AI controls whether AFR is used and Scissors/Tiling are used instead. Hopefully it will later allow for the flexibility of Nvidias profile aproach. My guess is ATI will allow for this flexibility as well.
Regarding Super Tiling. I dont know a whole lot about this mode other than what I have read and I have no idea how it scales in real world.. I do know it suffers all the same issues that SFR, and AFR suffer when it comes to render to texture scenerios and other areas where SLI has been known to fail. The only other thing is it doesnt work in in OpenGL. It also doesnt scale Geometry much like SFR.
Scissors verses SFR is also an interesting comparison. Unlike SFR which will dynamically adjust the GPU load for optimal performance. Scissors will just set the split and that is that. SFR has the potential to be more optimal under GPU load situations than scissors. I'm not entirely sure how scissors will manage the split frame aproach but I believe it can be set dependent on the app as well. It also can be split vertically or Horizontal. But from what I have read the horizontal aproach is more ideal in most situations. The argument against the load balancing of SFR is that it produces some CPU overhead. The argument for load balancing is under GPU limited pixel bound scenarios it has greater potential. I think its important to note the strength and weaknesses of each setup.
The last and not least is SuperAA. Very neat concept. I like it. Actually. My only problem with it is. Its not compatible with scissors, afr, or tiling. It cant be used with any performance enhancing mode. Which makes me somewhat question its viability. I really dont see the difference between using this mode or increasing resolution/anti aliasing settings with a performance SLI/Crossfire mode. Perhaps time will better tell. Once I see some performance comparisons with it. It'd be much better to judge its viability.
Ahh well. Sorry for the long post. Just trying to organize my thoughts on what IMO the important issues regarding the new competition and multi GPU rendering. I'm not trying to take anything away from ATI here and I am honestly happy they have a multi gpu platform now. What bugs me is some of needless fud when the two adaptions have alot of the same limitations/strengths.
The biggest issue being brought up right now is compatibility. People have said that they dont like Nvidia's Profile system because it just doesnt work. While I can understand the criticism. There's usually good reason for this. If a game isnt seeing any performance benefit. Why even enable the second card? It'll just produce more heat. Draw more power. And can sometimes bet detrimental to performance by 1 or 2% at best. The Profile system is somewhat moot anyway. Anyone who'd buy a such setup would obviously know how to install coolbits. And by that point. The Nvidia SLI setup is pretty flexible in your control over SLI applications and how the driver reacts to SLI. There's really no reason why SLI users wouldnt want to do this anyway.
CPU limited scenerios wont benefit anyway. So may as well turn it off. I see no reason to believe ATI will make CPU limited scenerios faster either. I mean just take a look at this TweakTown article (http://www.tweaktown.com/document.php?dType=article&dId=773 ) where it shows that ATI pretty much experiences the same issues Nvidia SLI does in CPU limited scenerios. So I'm failing to see how this is much different from SLI in that regard. Not even ATI is gaurenteeing speedups. So in regards to application support.
In all honestly. ATI is using profiles too for its AFR multirendering aproach. If you look closely between the lines. I doubt anyone will disagree that AFR is right now the best aproach to scaling GPUS and ATI is certainly going to target all the same big name games Nvidia has. If that doesnt work. Go to Super Tiling for Direct3d and Scissors for OpenGL. While Nvidia will default to SFR if AFR doesnt work. Or single GPU rendering if performance isnt any better. IMO this once again exactly the same thing that SLI is doing. The only real difference is. Nvidia allows you to control the profile system with coolbits.
Another thing I've been thinking of. Regarding Control of the multi GPU setup. Currently with coolbits or a few application utilities such as Nhancer. You are allowed complete control over the profile system. You can select AFR, SFR, AFR2 (For RTT type apps)) or single GPU rendering. I've grown really fond of this system honestly. At first it seemed a bit a bit annoying to have to manage this. But now that I have managed it. I can really appreciate its uses. You can decide if you prefer AFR or SFR, without having to wait for driver updates at all. And if you can get away with AFR. There's very little reason not to use it providing it has no compatibility tweaks. Because it will scale geometry as well. Both SFR and Super Tiling will not scale Geometry so the ability to control this is a nice feature. I am not sure at this point if Xfire will allow control over this. As it stands now and from understanding of press released. The Catalyst AI controls whether AFR is used and Scissors/Tiling are used instead. Hopefully it will later allow for the flexibility of Nvidias profile aproach. My guess is ATI will allow for this flexibility as well.
Regarding Super Tiling. I dont know a whole lot about this mode other than what I have read and I have no idea how it scales in real world.. I do know it suffers all the same issues that SFR, and AFR suffer when it comes to render to texture scenerios and other areas where SLI has been known to fail. The only other thing is it doesnt work in in OpenGL. It also doesnt scale Geometry much like SFR.
Scissors verses SFR is also an interesting comparison. Unlike SFR which will dynamically adjust the GPU load for optimal performance. Scissors will just set the split and that is that. SFR has the potential to be more optimal under GPU load situations than scissors. I'm not entirely sure how scissors will manage the split frame aproach but I believe it can be set dependent on the app as well. It also can be split vertically or Horizontal. But from what I have read the horizontal aproach is more ideal in most situations. The argument against the load balancing of SFR is that it produces some CPU overhead. The argument for load balancing is under GPU limited pixel bound scenarios it has greater potential. I think its important to note the strength and weaknesses of each setup.
The last and not least is SuperAA. Very neat concept. I like it. Actually. My only problem with it is. Its not compatible with scissors, afr, or tiling. It cant be used with any performance enhancing mode. Which makes me somewhat question its viability. I really dont see the difference between using this mode or increasing resolution/anti aliasing settings with a performance SLI/Crossfire mode. Perhaps time will better tell. Once I see some performance comparisons with it. It'd be much better to judge its viability.
Ahh well. Sorry for the long post. Just trying to organize my thoughts on what IMO the important issues regarding the new competition and multi GPU rendering. I'm not trying to take anything away from ATI here and I am honestly happy they have a multi gpu platform now. What bugs me is some of needless fud when the two adaptions have alot of the same limitations/strengths.