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Повідомити про проблему з перекладом
It will happen eventually, but it will take a lot of time, and it won't be as fast as you'd like. Sorry. :(
I used to do open GL 2.1 back in college, which there has been a whole world of change since then but you are the GPU guy. I know you can do it. I have faith.
I mean that low level card access is available with Vulkan right? I don't care if you had to basiclly double the engine/main ram useage. x64 is the future/present right? and games rarely use more than 2GB these days which I think is a total waste. Why do I have 18GB of ram if you arn't willing to break out of the chains of consoles and make some good stuff.
I guess this is kinda a side point. For some reason PC games aren't shy about requireing a 700 or 900 level Nvidia GPU these days. They also arn't shy about eating up 30-50 GB of harddrive space for a game install. No developer will seem to take the plung and start requiring more ram. I mean lets just make 4GB or even 6GB a system requirement, and lets optimize the games engines to take advantage of that extra breathing room. I'm sure once a AAA developer requires 8GB for some new game, there will be like 2 days of shock, and then everybody will follow suit. I mean ram is cheapest part of a system these days. Sorry for the rant, just my 2 cents.
There are actually a fair number of games which require 4GB of System RAM.
Example:
http://store.steampowered.com/app/289130/
Memory: 4 GB RAM
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There are even at least two I can think of right now which require 8GB.
Examples:
http://store.steampowered.com/app/386070/
Memory: 8 GB RAM
Star Citizen also requires at least 8GB.
https://robertsspaceindustries.com/
Seriously though, the PS4 VR pack? Oculus recommends a 980 for VR, and those boneheads at Sony think that they can pull off VR with the PS4? sounds like a low framerate nausea inducing machine. I have the DK2 and my SLi 660 Ti's and it can barely handle VR rendering. That sony thing is likely going to kill the VR industry, since most people's VR experiance would be on a crappy console, and they will get sick and hate it. Much like how terrible Sony's 3d TVs were. Oh well, this is enough off topic rambling, thanks for the post Migz
You should, PA can take all of the System RAM you can throw at it and still ask for more. For example, 8GB isn't enough System RAM to play in a planetary system with just two large planets. You have to play on smaller planets, or the virtual memory gets used.
TL;DR: SLI is nice in theory, but will never work nearly as good as people would want it to. :(
[/quote]
I'm computer architechture we have techniques we use for making CPU's "superscaler" meaning using the instruction pipeline correctly to get closer to 1 Instruction finished per cycle, instead of each instruction going though the pipeline independantly. These techniques can and should be applied to a graphics pipline, and I think could be setup to take the previously rendered frame from one GPU and allow the second GPU to save those renering effects till the end of the pipeline and then grab that frame right at the end, do the effect, and then finish the frame, and then swap buffers. Vulkan should give you the ability to setup your own pipelines and try some of these techniques. I mean branch predicion I'm sure seemed crazy back in the 80's, but its old news now. Lets think outside the box on multi gpu rendering, Vulkan might allow us the freedom to make it better.
Also note that microstutter is not an SLI-specific problem. It can appear on single cards as well. The cause of it is inability of the game to tell actual frame times or to schedule frames for specific times. This problem is in all APIs and there's still no solution offered. I asked for that to be included in Vulkan, but it wasn't even properly considered. On Linux, we have support for a specific Nvidia extension which, when running on some Nvidia cards, allow us to schedule frames and that gets rid of microstutter. Pitty it's not universally available.
On the GPU side, SFR and AFR are equivalent - SFR would reduce latency (which is ultimately what you are looking for), but it's complex and often imbalanced, and doesn't work for some effects (keeps the linear part, which is even worse here, since cross-bus copying is super-expensive on GPU, unlike on CPU). AFR works better, as it increases bandwidth much more easily but it also increases latency which is bad.
It's a rock and the hard place situation. :P