Slashdot Mirror


New Multi-GPU Technology With No Strings Attached

Vigile writes "Multi-GPU technology from both NVIDIA and ATI has long been dependent on many factors including specific motherboard chipsets and forcing gamers to buy similar GPUs within a single generation. A new company called Lucid Logix is showing off a product that could potentially allow vastly different GPUs to work in tandem while still promising near-linear scaling on up to four chips. The HYDRA Engine is dedicated silicon that dissects DirectX and OpenGL calls and modifies them directly to be distributed among the available graphics processors. That means the aging GeForce 6800 GT card in your closet might be useful once again and the future of one motherboard supporting both AMD and NVIDIA multi-GPU configurations could be very near."

50 of 179 comments (clear)

  1. No strings? by Plantain · · Score: 5, Funny

    If there's no strings, how are they connected?

    --
    No, but I did throw granola at a deaf person once
    1. Re:No strings? by Anonymous Coward · · Score: 2, Funny

      It's a GPU orgy. They'll find a way to connect.

    2. Re:No strings? by x2A · · Score: 5, Funny

      The theory will fit, there will be strings, we'll add more dimensions if we need to.

      --
      The revolution will not be televised... but it will have a page on Wikipedia
    3. Re:No strings? by philspear · · Score: 4, Funny

      I'm sure there's a superstring theory joke in here somewhere. Unfortunately I don't understand string theory. I guess it's okay, since apperantly no one else does either.

      I guess I'll just reference XKCD

      http://xkcd.com/171/

  2. AMD and NVIDIA?? by iduno · · Score: 2, Interesting

    is that suppose to be ATI and NVIDIA

    1. Re:AMD and NVIDIA?? by Spatial · · Score: 2, Funny

      Shit, it's last year already?

  3. Interesting by dreamchaser · · Score: 4, Informative

    I gave TFA a quick perusal and it looks like some sort of profiling is done. I was about to ask about how it handled load balancing when using GPU's of disparate power, but perhaps that has something to do with it. It may even run some type of micro-benchmarks to determine which card has more power and then distribute the load accordingly.

    I'll reserve judgement until I see reviews of it really working. From TFA it looks like it has some interesting potential capabilities, especially for multi-monitor use.

    1. Re:Interesting by argent · · Score: 3, Insightful

      It seems to be using feedback from the rendering itself. If one GPU falls behind, it sends more work to the other GPU. It may have some kind of database of cards to prime the algorithm, but there's no reason it has to run extra benchmarking jobs.

    2. Re:Interesting by x2A · · Score: 4, Informative

      "It seems to be using feedback from the rendering itself"

      Yep it does look like it's worked out dynamically; the article states that you can start watching a movie on another monitor while scene rendering on another, and it will compensate by sending fewer tasks to the busy card. Simplest way I'd assume to do this would be to keep feeding tasks into each cards pipeline until the scene is rendered. If one completes tasks quicker than the other, it will get more tasks fed in. I guess you'd either need to load the textures into all cards, or the rendering of sections of the scene could have to be decided in part by which card as textures it needs already in its texture memory.

      I guess we're not gonna know a huge amount as these are areas they're understandably keeping close to their chests.

      --
      The revolution will not be televised... but it will have a page on Wikipedia
    3. Re:Interesting by TerranFury · · Score: 2, Interesting

      I gave TFA a quick perusal

      FYI, this is a very common mistake in English, and loathe though I am to be a vocabulary Nazi, I think pointing it out here might benefit other Slashdot readers:

      The verb "to peruse" means to read thoroughly and slowly. It does not mean "to skim" -- quite the opposite!

      (Unfortunately, it seems that even the OED is giving up this fight, so maybe I should too.)

      That's it for this post. Cheers!

    4. Re:Interesting by ozphx · · Score: 5, Insightful

      Put it this way, if it was a disparate CPU multiprocessor board, and the summary said "Perhaps my p4 will now be useful again", everyone would be laughing.

      A 6800GT would be an insignificant fraction of a new card, and would still be under 10% of a $50 no-name 8 series (while still sucking down the same wattage).

      Considering that matched SLI is usually a waste of money - you can buy that second card in a years time when your current one shows age, and end up with a better card than twice your previous one (and supporting Shader Model Super Titrenderer 7), which your old card can't do), I'm not sure how this is going to be of much benefit.

      If it was useful to jam a bunch of cheap chips in then the card manufacturers would be doing it on more of a scale than the "desk heater dual" cards (which are basically SLI-in-a-box) at double price. You can't get a card with 4x 6800 chips at $5 each, because they'd be destroyed by the $10 8 series chip on a $50 card.

      --
      3laws: No freebies, no backsies, GTFO.
    5. Re:Interesting by hairyfeet · · Score: 2, Interesting

      That was the Geforce FX 5xxx series. The PS 2.0 implementation was truly horrible. I have a FX5200 left over from when I gave my oldest nephew my 6200 when I upgraded. The 5200 was pretty much useless for the games that came out at the time. Poor little fella was trying to run HL2 on it. I have found the 6xxx much better for casual gaming,and I've found my 7600GS rocks for the games I play like FEAR. But trying to game on an FX card was truly a horrible experience,the Geforce 4 was actually better. But as always this is my 02c,YMMV

      --
      ACs don't waste your time replying, your posts are never seen by me.
    6. Re:Interesting by TheThiefMaster · · Score: 2, Interesting

      What about the fact that different cards give different results for texture filtering? Specifically their choice of mip level and anisotropic filtering. Think circle vs square differences.

      Hell, some cards implement anti-aliasing differently to others.

    7. Re:Interesting by default+luser · · Score: 2, Interesting

      An especially troublesome aspect of pairing mis-matched cards: whatever this technology is, it can't use alternate-frame rendering (AFR, where alternating frames are sent to alternating cards).

      You can't make AFR work with an unbalanced pair of cards because the fastest framerate you can get is limited to 2x the speed of the slowest card. Let me explain: if you paired a new card (100fps) with one that had 1/2 the speed (50fps), if you had perfect scaling, you could technically get 150fps from the pair. But if they used AFR and took turns rendering one frame at a time, the most you could see from the pair is twice the old card's framerate, or 100fps.

      AFR could only give you 150fps in this case if the game engine could tell you the future, and supply a frame for rendering one frame in-advance to the older card. This is simply not possible, and the game engine supplies frames only in real time.

      So, this means that you have to use a better method to balance the workload between the two (or more) cards. But this was already attempted - Nvidia offered split-screen rendering for SLI, and for a time ATI offered tiled rendering, but both methods had major compatibility issues (and split-screen rendering was notorious for tearing artifacts). Today, both ATI and Nvidia support AFR as the default rendering mode, and very seldom do they step oiutside this circle.

      The fact is, other methods besides AFR have already been considered, but in the end AFR is the method the industry has consistently fallen back on. The only real downside of AFR is you need balanced cards, or it won't give you any benefit. Unfortunately, I'm hesitant to believe that ANY company can come up with a better solution for SLI, even a third-party solutions like these.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

  4. No by x2A · · Score: 4, Informative

    ATI were bought out by AMD, so future ATI GPUs will be released by AMD.

    --
    The revolution will not be televised... but it will have a page on Wikipedia
  5. Non-Windows drivers? by argent · · Score: 4, Insightful

    Can it work with Linux or OS X?

  6. Re:quick by jfim · · Score: 2, Insightful

    Someone port java to opengl.

    Seriously. That would rock.

    You can use OpenGL from Java with JOGL. Or were you thinking of running a Java or J2EE stack on your GPU? (That would be a really bad idea, in case there were any doubts)

  7. no Strings attached by Daimanta · · Score: 4, Funny

    what is attached though:

    ints
    booleans
    longs
    short
    bytes

    --
    Knowledge is power. Knowledge shared is power lost.
    1. Re:no Strings attached by lolwhat · · Score: 3, Funny

      what is attached though:

      ints booleans longs short bytes

      what about lists, you insensitive clod!I call lisp discrimination.

    2. Re:no Strings attached by MadnessASAP · · Score: 2, Funny

      What about tuples you insensitive Python hater!

      --
      I may agree with what you say, but I will defend to the death your right to face the consequences of saying it.
  8. Time to make them imcompatible! by TibbonZero · · Score: 3, Insightful

    So its obvious that these cards could have been working together now for some time. They aren't as incompatible as AMD and NVidia would like us to think. Of course this leaves only one course of action; they must immediately do something "weird" in their next releases to make them no longer compatible.

    --
    Tibbon
    tibbon.com
    1. Re:Time to make them imcompatible! by im_thatoneguy · · Score: 4, Interesting

      Don't you mean Wierd(er).

      The reason NVidia requires such symetrical cards isn't just because of speed and frame buffer synchronization but also because different cards render different scenes slightly differently. This is the reason why OpenGL rendering isn't used very often in post production. You can't have two frames come back to you with slightly different gammas, whitepoints, blending algorithms etc etc.

      I'm actually very very curious how they intend to resolve every potential source of image inconsistancy between frame buffers. It seems like it would have to almost use the 3D Cards abstractly as a sort of CPU accelleration unit not an actual FrameBuffer generator.

    2. Re:Time to make them imcompatible! by LarsG · · Score: 3, Informative

      From the screen shots and the description, it sounds like this thing takes the d3d (or ogl) instruction stream, finds tasks that can be done in parallel and partition them up across several cards. Then it sends each stream to a card, using the regular d3d/ogl driver for the card. At the back end it merges the resulting framebuffers.

      What I'd like to know is how they intend to handle a situation where the gpus have different capabilities. If you have a dx9 and a dx10 card, will it fall back to the lowest common denominator?

      Also, what about cards that produce different results? Say, two cards that does anti-aliasing slightly different. The article says that Hydra will often change the work passed off to each card (or even the strategy for dividing work amongst the cards) on a frame by frame basis. If they produce different results you'd end up with flicker and strange artefacts.

      Sounds like interesting technology but unless they get all those edge cases right...

      --
      If J.K.R wrote Windows: Puteulanus fenestra mortalis!
  9. My god... by bigtallmofo · · Score: 3, Interesting

    Next you'll need a 1,000 watt power supply just to run your computer. How long until my home computer is hooked up to a 50 amp 240 volt line?

    I mean, if one GPU is good and two GPUs are better, does that mean 5 are fantastic?

    I used to have a Radeon 1950 Pro in my current system, which is nowhere near the top of the scale in video cards (in fact, it's probably below even average). It was so loud and literally doubled the number of watts my system took while running (measured by Kill-a-Watt). I took it out and now just use the integrated Intel graphics adapter. Man, that was fast enough for me but I don't play games very often.

    --
    I'm a big tall mofo.
    1. Re:My god... by x2A · · Score: 3, Insightful

      "How long until my home computer is hooked up to a 50 amp 240 volt line?"

      Mine already is... how do you usually power your computer?

      --
      The revolution will not be televised... but it will have a page on Wikipedia
    2. Re:My god... by Bureaucromancer · · Score: 4, Informative

      Presumably he's North American, we (among a few other places) use 120v lines, 240 is reserved for special high power circuits, generally only used for dryers, stoves and refrigerators (and only some of the first two).

  10. Re:Latency. by Bill,+Shooter+of+Bul · · Score: 3, Insightful

    What is this 1996? That was true of Doom vs WinDoom before Direct X. I don't think I've had a problem since then.

    --
    Well.. maybe. Or Maybe not. But Definitely not sort of.
  11. GeForce 6800 GT by Brad1138 · · Score: 4, Insightful

    How many people feel this is an old card that should be in a closet? If your not a hard core gamer that is a very good video card. My fastest card (out of 4 comps) is a 256meg 7600GS (comparable to a 6800GT) on an Athlon 2500+ w/1 gig mem. Plays all the games I want without a prob and is more than fast enough to run any none game app.

    --
    If you could reason with religious people, there would be no religious people
    1. Re:GeForce 6800 GT by Pulzar · · Score: 4, Insightful

      Plays all the games I want without a prob and is more than fast enough to run any none game app.

      *Any* app? Try getting an HD camcorder and editing some video of your kid/dog/girlfriend/fish and see how well your PC does. It's easy to make generalizations about other people based on personal experience. Resist the urge to do it.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    2. Re:GeForce 6800 GT by Pulzar · · Score: 2, Insightful

      What about it? HD editing doesn't use a fast CPU.. it's disk I/O bound entirely.

      Well, that's just not even close to truth. I wouldn't even know where to start to refute that... I guess googling for bitrates of common HD video formats, and looking at CPU benchmarks doing some video encoding will be a good start in getting a little more informed on this topic.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    3. Re:GeForce 6800 GT by Pulzar · · Score: 2, Informative

      Because modern video cards have more and more support for hardware encoding and decoding of video. While the support for encoding is only starting to show up, the hardware decoding makes a big difference in previewing HD video in real time with little CPU usage.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
  12. Eek. Potentially energy inefficient. by RyanFenton · · Score: 3, Informative

    Power supply units only supply so much energy, and before then cause interesting system instability.

    Also, given the increasingly growing cost of energy, it might be worth buying a newer generation card just for the sake of saving the energy that would be used by multiple older generations of graphics cards. Not the newer cards use less energy in general - but multiple older cards being used to approximate a newer card would use more energy.

    I guess power supplies are still the underlying limit.

    As an additional aside, I'm still kind of surprised that there hasn't been any lego-style system component designs. Need more power supply? Add another lego that has a power input. Need another graphics card? Add another GPU lego. I imagine the same challenges that went into making this hydra GPU thing would be faced in making a generalist system layout like that.

    Ryan Fenton

  13. Re:Latency. by Mprx · · Score: 4, Informative

    I agree this is a common problem in modern games; see http://www.gamasutra.com/view/feature/1942/programming_responsiveness.php

    Don't confuse control latency with reaction time. Reaction time will be at least 150ms for even the best players, but humans can notice time delays much smaller than best reaction time. A good rhythm game player can hit frame exact timing at 60fps -- a 17ms time window. With low enough latency the game character feels like a part of your own body, rather than something you are indirectly influencing.

    The same thing applies to GUIs, and only a very short delay will destroy that feeling of transparency of action. I never actually used BeOS myself, but I read that it was designed with low interface latency as a priority, which was why it got such good reviews for user experience.

  14. Re:Latency. by Colonel+Korn · · Score: 4, Informative

    Latency will be a problem. All that extra message passing and emulation layers.

    Already, most Windows 3d games lead me feeling a little disconnected compared to DOS games.
    The sound effects and graphics always lag behind the input a little.

    Try playing doom in DOS with a soundblaster, then try a modern windows game. With doom you hear and see the gun go off when you hit the fire button. In a modern 3d game, you don't.

    I've experienced the same thing over a number of different computers.

    Most monitors have about a 30-50 ms input lag, meaning the image is always a frame or two behind in most modern games. You can get a 0-5 ms input lag monitor, though. The DS-263n is a good example. I felt like everything was lagged ever since I switched to LCDs, but once I picked up the 263, that feeling is gone. The feeling of sound lagging input could be a different issue or it could be psychological.

    --
    "I zero-index my hamsters" - Willtor (147206)
  15. Two Links, One Article? by Anonymous Coward · · Score: 2, Insightful

    Why does the summary include two links to the same article? If there are two links, shouldn't there be two articles?

    And why does the summary link the phrase "allow vastly different GPUs to work in tandem?" Not only isn't it a quote from the article, it actually contradicts the article. The article says "To accompany this ability to intelligently divide up the graphics workload, Lucid is offering up scaling between GPUs of any KIND within a brand (only ATI with ATI, NVIDIA with NVIDIA)." How did anyone get "vastly different GPUs" from this?

    1. Re:Two Links, One Article? by Michael+Hunt · · Score: 3, Informative

      > How did anyone get "vastly different GPUs" from this?

      Presumably because (for e.g.) a G70-based 7800 and a G92-based 8800GT are vastly different GPUs.

      G70, for example, had two sets of fixed-purpose pipeline units (one of which ran your vertex programs, and one of which ran your fragment programs,) a bunch of fixed-function logic, some rasterisation logic, etc.

      On the other hand, G80 and above have general purpose 'shader processors' any of which can run any pipeline programs (and, afaik, runs the traditional graphics fixed-function pipeline in software on said SPs), and a minimal amount of glue to hang it together.

      About the only thing that current-generation GPUs and previous-generation GPUs have in common is the logo on the box (this applies equally to AMD parts, although the X19xx AMD cards, i'm told, are more similar to a G80-style architecture than a G70-style architecture, which is how the F@H folks managed to get it running on the X19xx before G80 was released.)

  16. No strings. by jellomizer · · Score: 4, Funny

    But it looks like it will need plenty of threads to work though.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
  17. Re:Latency. by Tanman · · Score: 2, Informative

    This is most likely due to a feature on newer cards and drivers whereby the video card actually renders ahead of time. They have algorithms to predict what the next 3-5 frames will be and the GPU uses extra cycles to go ahead and render those. That way, if something happens like there turns out to be a high-geometry object that pops out and gets loaded into memory, the video card has a buffer before the user notices a drop in their framerate.

    The drawback? You get control lag. Newer drivers let you adjust this or even set it to 0 -- but you will notice that your overall FPS will decrease if you set it to 0 because the card cannot optimize ahead-of-time that way.

  18. Q: OK, what would that imply? by smittyoneeach · · Score: 3, Funny

    A: Satriani is a messenger from God.

    --
    Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
  19. Re:Math Coprocessor by 9Nails · · Score: 2, Funny

    Your math co would still be good, but your turbo switch will need to be set to off.

  20. Re:Latency. by Ironchew · · Score: 2, Funny

    The feeling of sound lagging input could be a different issue or it could be psychological.

    Or in 30-50 milliseconds it could be, y'know, the speed of sound.

  21. Re:Latency. by Mprx · · Score: 2, Interesting

    Absolutely, and I'm sure musicians will be most sensitive to these effects. Performance isn't just playing the notes as written, it's about phrasing/groove/swing/etc., and this requires very subtle and precise timing. And just like frame timing jitter in a game, it contributes to "feeling" of quality in a way untrained listeners will likely notice without being able to explain.

  22. Re:Latency. by MaineCoon · · Score: 3, Informative

    Yes, CRTs have something like 1-2 ms latency + refresh rate.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  23. Re:quick by billcopc · · Score: 2, Funny

    No no, you're thinking "port OpenGL to Java". I want to see a Java VM written in OpenGL shader language.

    Maybe having 384 lame little stream processors will make Java fast enough to compete with... um... Borland Pascal on a Cyrix 386.

    --
    -Billco, Fnarg.com
  24. Re:quick by x2A · · Score: 2, Informative

    A quick glance does look like this is the case. It's like having a load of extra ALUs which can speed up number crunching in apps where the same or similar actions need to be performed against a series of values, such as working with matrices, FFTs, signal encoding/decoding. But GP computing also needs flow control; conditional branching, which still needs the main CPU. (Memory management also, but GPUs do have at least basic memory management as they have increasingly large chunks of memory for caching textures etc). Setting up the GPU to do stuff for ya takes overhead, which pays off if you're using it enough, so yeah being able to write functions that take advantage of it from languages like java could be beneficial, but you couldn't port the actual java vm over to the GPUs.

    (but still with the disclamer "from a quick glance" - deeper inspection may prove otherwise)

    --
    The revolution will not be televised... but it will have a page on Wikipedia
  25. Re:Latency. by Koiu+Lpoi · · Score: 2, Interesting

    Got an NVidia card? Go into the NVidia control panel, "Manage 3D Settings", "Maximum pre-rendered Frames", and set it to 0. I'm sure you can do something very similar with an ATI card.

    Of course, I have a feeling that it's purely psychological what you're experiencing. With a modern computer (and I'm talking about one with more than 133 MHz) the "Windows" latency is below the threshold of humans. In modern 3d games, yes, I do hear the gun go off when I click the mouse - if my computer's specs are high enough to actually play the game at 60 FPS. Doom had the exact same problem - if your computer sucked, there was latency on the gun. Have the rose-colored glasses made you forget that?

  26. Re:Latency. by bitrex · · Score: 3, Insightful

    As a recording musician I can attest to the fact that using computer based virtual instruments that have an output latency of more than about 6 or 7 milliseconds causes noticeable "lag" that's very annoying, unless one is playing the keyboard quite slowly. If the latency increases to 12-15 ms, it becomes pretty much intolerable.

  27. Re:Latency. by MR.Mic · · Score: 2, Informative

    I agree with parent 100% on the DS-263N.
    I was using exclusively CRTs up until July of this year, when my last good (professional quality) one died. I was reluctant to switch away, because most LCDs I have seen looked like crap. I was proven wrong with the DS-263N.

    I am a visual effects and game dev artist, so color accuracy and display uniformity is a must for me. I also do a lot of gaming, so input lag and scaling options (for 4:3 only games) is also a big factor.

    Before I purchased, I did a lot of reading and searching for the right monitor. I stumbled upon the LCD thread at the AnandTech forums. It had everything I needed to know about choosing the right monitor. In the "Displays du Jour" section of the post, the DS-263N was listed as being an excellent 8-bit IPS TFT with less than a frame of input lag. I read a numerous consumer reviews on the monitor, and they were also consistently favorable.

    I finally made the jump to the DS-263N, and I was not disappointed.
    It's BRIGHT, much brighter than my CRT.
    The viewing angle is amazing, and the gamma does not change when you shift your view. It only dims just a bit at extreme angles, but the dimming is uniform.
    The monitor has 1:1, aspect, and stretch scaling options. So I can happily Quake away at 1600x1200 with no pixel interpolation and only bars to the each side.

    The only two issues I have with it are:
    1) A single dead green subpixel in the corner (However, I rarely notice it. It's almost impossible to see when gaming or watching a movie)
    2) You can adjust the side bar color for viewing non-native resolutions, but it's impossible to get it completely black.

    Aside from those issues, it is one of the best monitors I have ever used.

    Unfortunately, they were discontinued from production earlier this year and the DS-265W is supposed to take its place.
    Hopefully, it will be just as good or better than the DS-263N when it's released.

  28. Re:quick by drspliff · · Score: 2, Interesting

    Like... an optimizing compiler with OpenMP support that'll break down functions suitable for a GPGPU? Then based on some profiling data (both in development and runtime) it would automatically use the most optimized path, in similar vain to Intel's MT optimizations for their chips.

  29. Re:Latency. by eric-x · · Score: 2, Informative

    I very much doubt that GPU's predict and render ahead.

    I think you mean that a number of frames are rendered into a FIFO queue, a delay-line. This is ofcourse rendering behind, not ahead. Often three buffers are used (on-screen, next-screen, rendering) because it reduces the time waiting for swapping the front and back buffer.

    Having more than 3 buffers smooths the fps but increases lag and does not further reduce cpu idle time.