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Old 04-01-09, 03:53 AM   #25
Kowan
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Default Re: New Forms of SLIAA draw near.

Thanks for keeping at them until they decided to give the users the choice, ChrisRay.
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Old 04-01-09, 08:50 AM   #26
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Default Re: New Forms of SLIAA draw near.

Is this your version of April 01 ?
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Old 04-01-09, 09:07 AM   #27
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Default Re: New Forms of SLIAA draw near.

I posted this on the 31st... so no..
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Old 04-01-09, 10:36 AM   #28
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Default Re: New Forms of SLIAA draw near.

So what SLIAA does? Can somebody explain, but please don't use too many technical words, just simple explanation? What is performance penalty of using, benefits over standard AA ?

THanks.
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Old 04-01-09, 10:55 AM   #29
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Default Re: New Forms of SLIAA draw near.

When can we expect these drivers ? ... will they coincide with the 275 GTX launch ?

I would like to try F.E.A.R. 2 with some SLi 32xQ AA
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Old 04-01-09, 10:56 AM   #30
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Default Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by hell_of_doom227 View Post
So what SLIAA does? Can somebody explain, but please don't use too many technical words, just simple explanation? What is performance penalty of using, benefits over standard AA ?

THanks.
The basic idea behind SLI AA is that one GPU is used to render the game, the other GPU is there to just perform anti aliasing. They are working together to give you a final product, but they do different tasks unlike AFR SLI where both cards are sharing a common workload.

So the only catch is that one GPU might be working at full speed to render the game, and the other one might only be working at half speed to do AA.
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Old 04-01-09, 10:59 AM   #31
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Default Re: New Forms of SLIAA draw near.

I have a question for you ChrisRay, has there been any talk of a GPU activity monitor? I was surprised to see that ATI has a gauge in the CCC to show how much GPU power is being used. This could be invaluable for trying to diagnose GPU issues.
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Old 04-01-09, 11:50 AM   #32
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Default Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by slaWter View Post
Is it possible to use those new modes with 2 GPUs or only with 3 or more?
I was wondering the same thing. If the new method allows 3 or 4 card scaling then it will be interesting to know how it is implemented.
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Old 04-01-09, 12:03 PM   #33
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Default Re: New Forms of SLIAA draw near.

2 GPU users will have access to SLI 16x, SLI 32x, and SLI 32xQ, SLI32x is the real gem. It gives 8x Multisampling, and 24x Coverage Sampling. Really low memory footprint. All the non quality versions have a 4xAA memory footprint. SLI 32xQ and SLI 64xQ use 8x multisampling.
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Old 04-01-09, 03:01 PM   #34
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Post Re: New Forms of SLIAA draw near.

Quote:
Originally Posted by hell_of_doom227 View Post
So what SLIAA does? Can somebody explain, but please don't use too many technical words, just simple explanation? What is performance penalty of using, benefits over standard AA ?

THanks.
Basically, if you can run 4xAA with 1 card at 120fps, SLIAA allows you to run 8xAA at the same framerate. Each card renders a different 4x MSAA pattern, and they are combined at the end to produce an image with 8xAA quality. You do not gain any fps, buy you also do not lose any fps (little overhead at the end).



@ChrisRay: Is the standard SSAA 2x2 mode supported now under SLI AA ?
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Old 04-02-09, 12:07 AM   #35
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Default Re: New Forms of SLIAA draw near.

2x2 works with Quad solutions. But the positioning is very weak. I wouldnt even consider its presence. It doesnt touch much of the pixel. It does take 4 texture samples with Quad though.
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Old 04-02-09, 01:58 AM   #36
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Default Re: New Forms of SLIAA draw near.

Just as an update to the 3dmark05/06 issue I mentioned earlier, I asked a friend for an ATi screenshot of the same general area.

http://img7.imageshack.us/img7/2561/3dmark06demo.jpg

You should be able to notice that the same sawtooth artifacting is present on the shadows with the ATi card, therefore this has to be a futuremark issue.
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