Interesting figures:
http://www.anandtech.com/video/showdoc.aspx?i=2258&p=1
http://www.anandtech.com/video/showdoc.aspx?i=2258&p=1
DaveBaumann said:Scrap my earlier reply - frame size will be altering per frame, so reallocating textures between the system and local RAM on a per frame is not likely to occur. The frame buffer memory requirements is still likely to be set at initialisation which means either the space for a full frame buffer is set per board (in which case, its unlikely that you'll be seeing greater than 100% gains) or there are limits set on the split before rendering occurs.
Chalnoth said:There will be just as much load fluctuation at high resolution as there is at low resolution.
No, it's just that the system as a whole is more CPU-limited (or geometry-limited, since AFR is apparently not being used) at lower resolutions.Rys said:If that's the case, there's locked load limits at that setting
Rys
Between the two 6600 GT's, they still have half the ROPs of a single 6800 GT. That's probably a fair part of it, particularly since the tests are being run at 4x AA. The memory size limits are also a concern, and are surely the reason why the 6600 GT falls further behind at higher resolutions.Pete said:Any reason why the 500MHz, 8 pipe x 2 6600GTs aren't anywhere close to handing the 350MHz, 16 pipe 6800GT its buttocks? "Drivers," or RAM limitations in the high res + AA situations where I assume there's the greatest chance of approaching theoretical limits?
Graphics_Krazy said:What about automatically lowering texture filtering or levels when switching to SLI mode - technically you could get more than the regular boost.