ATi's Multi-GPU CrossFire Graphics Card Unveiled
MojoDog writes "ATi has unveiled their new Multi-GPU technology dubbed "CrossFire" today out at the
Computex show in Taiwan.
HotHardware has a full preview of the technology, which requires both a
Radeon Xpress 200 CrossFire based motherboard and a CrossFire graphics card, in
addition to another Radeon X800 series PCI Express card, for dual 3D Graphics
processing with three available types of load balancing.
CrossFire supports Split-Screen, Alternate Frame Rendering and SuperTiling
mode load balancing between the GPUs."
This is just in time. I'm sure many nex-gen games coming out will be transferred over to PC. This sort of begs the question. Slowly, the computer is becoming an all in one console. Next gen consoles may soon become useles.
PS- ATI, we need Linux drivers!
Avarus animus nullo satiatur lucro.
Slowly, the computer is becoming an all in one console. Next gen consoles may soon become useles.
The same was said of the PC 10 years ago.
There's going to be a few problems with that:
Firstly, heat dissipation - a single GPU spews out enough heat as it is. Given that for some stupid reason GPUs point DOWN and thus the heat rises through the PCB itself, you're looking at a toasty machine.
Unless you want the card to be absolutely enormous like the dual nVidia GPU cards shown previously, the GPUs are going to have to share memory, which brings up all sorts of problems and bottlenecks also found in SMP solutions.
PCIe bandwidth is going to need to increase (ie more lanes) - you need to have all those things talking to the CPU!
Just my 2 cents anyway.
> We don't need to get beyond what human eyes can
see.
Tell it to the people who insist on a sustained 200fps whilst running their monitors are
retracing at 85hz.
25% Funny, 25% Insightful, 25% Informative, 25% Troll
>>>> We don't need to get beyond what human eyes can
see.
>> Tell it to the people who insist on a sustained 200fps whilst running their monitors are
retracing at 85hz.
Me: It's not about the retrace or pure benchmark "framerate", it's about the framerate spikes that are constantly fluctuating depending on what is happening in the game that occur during playing the game fully loaded with big battles, and beutiful models, textures and environments. In my opinion this is because games, gaming hardware have no "Quality of Service" standards.
Imagine, its similar to when on a network you your ping is low while you're not doing anything besides playing the game, but try to play a game and download a movie off bit-torrent and the data rate and trip time for the games packets suddenly spike skyhigh making your experience from frustrating to bad to unusable. Games have a similar problem where they cannot predict the throughput and amount of data to and from wherever that data is going, and the bottle necks and texture thrashing cause framerate hitches in the game.
Sure you have 100 or 200 fps in a room with no enemies or explosions going on, but then bam, down to 30-50 fps once you get a room full of people and enemies and their projectiles nad special effects animating all at once, all on the same screen in real time. So when you see high FPS scores just remember, It's about a cards ability to handle the immense load of random models and spells, effects, etc of animated (and non-animateD) models, geoemetry and textures during a actions scenes that have a lot going on in them.
Just benchmark some of the most punishing amounts of players on the same screen at once in modern MMO's or the bigger multiplayers games and you start to realize it's about what kind of load the video card can handle and keep things playable for when things get hectic (and the most fun).