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However, it also needs to run on older hardware and consoles like PS4 and Xbox One. Which use older custom API's (PS4 uses OpenGL.)
Very few games support the multi-gpu scaling necessary to actually use the second card. As far as I remember there have only been a few AAA games in the last couple years to actually do GPU scaling for this.
So Im going to predict that it wont. Its a relatively small crowd to cater to, as per steam hardware surveys very few people use multi-gpu's.
I think the biggest problem is the lack of support for it in Unreal Engine rather than any NVIDIA/AMD conspiracy to kill the technology. NVIDIA blogs about how to implement it:
https://developer.nvidia.com/explicit-multi-gpu-programming-directx-12
Even if there is a conspiracy, Microsoft isn't in on it:
https://www.pcworld.com/article/3039352/qa-microsoft-platform-gaming-chief-mike-ybarra-on-the-future-of-directx-mobile-gaming.html
I don't see anything about multi-gpu setups in the steam hardware survey results.
SLI worked great in Witcher 3 with REDengine3. So the question is, did CD Projekt RED disable perfectly functional DX11 SLI support in their engine when they put in all the NVIDIA DX12 tchotkes like 4A Games did with Metro Exodus? If so will we be able to hack the executable to get it back like with Metro Exodus? DX12 mGPU would also be welcome, but I'm not holding my breath since they seem to have drunk the ray tracing Kool-Aid.
Prepare to be disappointed. I hope I'm wrong, but once they announced the ray tracing, I figured mGPU was done, just like with Metro Exodus.
Oh when it comes to developers, NVidia, and the like, being disappointed is pretty much par for the course these days. I am holding out a smidge of hope because it's CDPR though. :)
I once had faith in 4A. No more.
bgray9054, you will more likely have better luck asking on the official forums[forums.cdprojektred.com]
I found with my SLI 1080 ti's if you needed to use workarounds for it it never ran smooth or had other issues like consistent crashing or flickering. IMO it's better to buy the fastest single GPU you can the only reason to SLI these days is if you have a 4k 144hz panel and need two of the fastest GPU's available.
Ya I've posted on CDPR's forums as well and can't get an answer at all. If the answer is no, that's fine, I'd just like to know. I would then just hold off on buying the game for a while, no biggie. Still love CDPR as a developer.
It's not like code rusts. Unless they ripped it out, it's still in there.
I've got a buddy with the same hardware with the opposite experience.
We're nearing the end of the road for Monolithic GPUs:
https://pcper.com/2017/07/nvidia-discusses-multi-die-gpus/
If you think NVIDIA and AMD are going to make some kind of fancy layer that makes those look like a monolithic GPU to ease the burden on developers after the way they dumped the work on them with DX12....well....
High frame rates are not the reason you buy more expensive GPUs these days, it is frame rate consistency at high resolution, which cannot be solved by throwing two cards that are already struggling to stay afloat at the problem. Multi-GPU simply has no relevance in any modern render workload -- too high latency for VR, too variable for high resolution.
On paper your thinking seems rational. However, I've actually developed for Multi-GPU in the past in SFR, AFR, mixed-SFR-AFR (requires 3- or 4-way SLI). The only reason Joe Average consumer believes Multi-GPU to be practical is because the only performance data they have to go by is benchmarks that measure average framerate.
Qualatatively, the experience with SLI is actually worse once you introduce metrics relevant to the problem being solved (avg. framerate is almost never relevant when discussing a render problem you wish to solve by throwing more hardware at).