Let’s do some math. Let’s assume this custom chip should merge two render targets together. As we run a multi chip system here we should use something challenging. 1920*1200*4xAA with FP16 as we want some HDR, too. This will require ~72 MB. To merge we might need the depth buffer with additional ~36 MB. We need to send back at least the final mage to one card. Therefore we got an overall traffic of 180 MB/image. 16 PCIe lanes can theoretical transfer up to 4 GB. This will give us 22 frames/s at best. But there will be no bandwidth left to actual send any commands to the GPU.
Edit: MFA had the same idea.
This makes a lot of assumptions. First, it assumes you'd need to send back all the MSAA samples (rather than leave the GPUs to resolve those to their buffers, and the Hydra chip to composite only the final MSAA-resolved pixels). Second, you're adding the "send back to one card" to your total, when it wouldn't count against the 4GB/sec traffic anyway. It's going the other direction, and PCIe is bi-directional.
Let's suppose each GPU is rendering 1920x1200 with 4xAA. Each one is going to get and process only the vertex buffers, textures, etc. that it needs to process its own parts of the frame - and the whole idea of the Hydra chip is that it's going to work a little software magic for real-time profiling to make sure the loads remain balanced. If an object/task/render target/cube map/whatever has an inter-frame dependency, it'll make sure those tasks remain on the same GPU to minimize cross-GPU traffic. If you need to render out a texture for use later in the frame rendering, just have the GPU that renders out that texture also do the later part. No need to composite it or transfer back to the other GPU.
There's no real reason each GPU can't take this process through to rendering final pixels, and the final pixels composted by the Hydra chip. And we all know the final frame buffer in almost all cases is 32-bit integer. That's, what, 9MB for a 1920x1200 frame buffer (after AA resolve)?
I think there's plenty of headroom even in a PCIe 1.1 bus.
The trick..the real "magic" that the Hydra technology supposedly performs, is being smart enough to have each GPU perform "half the work to render the frame" in such a way that it doesn't require constant cross-GPU communication. I wish I knew more about it, but the LucidLogix guys will only say so much right now.
We do know this much - neither the chip nor it's driver running on the host machine know nor care about which graphics card you have plugged in. It's measuring stalls and frame completion rates and stuff to do its profiling.
Note that the Unreal Tournament images you see around the web (including on our site) are somewhat simplified representations of the GPU work split, according to the LucidLogix guys. There's actually a lot more going on, but they only show the stuff that makes a visual which is easy for people to understand.
They forbade anyone to take video, but I think that would have been very helpful for people like the crowd here to understand the tech. See the black parts in the UT scene? If you move the mouse even a little bit, those could change dramatically. As you move the view around, the screen flickers like mad as the surfaces being drawn by each GPU change from one frame to the next. If the sky is black (undrawn) in a screenshot you see, the slightest shift of view might change that in the next frame. You can definitely see the per-frame load balancing at work.
Just FYI- the LucidLogix guys said that in some games at really high resolutions, drawing pixels becomes the bottleneck and the chip basically just does standard split-frame rendering, because that evenly distributes the pixel drawing workload.
It know it seems "impossible" or alternately "too simple that the GPU vendors must have already thought of it and rejected it" but there really does seem to be just some clever software/hardware tricks going on. We'll see how it does when you try it with a really broad variety of games, of course, but from a hands-on and eyes-on demonstration it does indeed seem like the real deal.