Blade said:
http://www.the-inquirer.net/?article=18097
SLI really isn't just a technology demo, is it? I mean, it's going to cost gamers.. but frankly most of us are used to $1000 upgrades (mobo + 2 SLI-compatible cards) and I'd love to double the performance of a 6800GT..
I mean, I get the point that SLI is nothing new.. most enthusiasts today know about the Voodoo2. I knew a few guys that took that route, and the benefit you receive from dual NV4X cards is very similar to what happened 6 years ago with the V2.
Silly Inquirer.
Someone wake me when the first hands-on reviews of nV4x "SLI" appear. Considering that nV4x SLI isn't remotely similar to 3dfx SLI, and that the only similarities are that the IHV is asking you to buy two cards instead of one, and that the "SLI" acronym is the same (while the two linking processes are entirely different), I'm amazed that anyone would make the mistake of thinking the two terms, Scalable Link Interface for nV4x and Scan Line Interleaving for 3dfx, were in any way similar apart from the most superficial of perceptions.
Very much unlike 3dfx's 3d-only V2 (you needed a separate 2d display card to use with it), nV4x "SLI" does not attempt to balance the workload perfectly between the pair of cards by having each card render every other scan line and then combining the frames in the display. Overview of the process is found here:
http://techreport.com/etc/2004q2/nvidia-sli/index.x?pg=1
According to the pre-shipping publicity info nVidia provided TR for this article, the two cards make no attempt to split the scanline rendering evenly, but rather they split the screen into discrete segments, and the ratio of work between the cards can be as divurgent as 70/30, which means the Master card is doing 70% of the rendering and the Slave card is doing 30% of the rendering. In fact, the only graphical example of load-sharing nVidia provides TR for that report is of the 70/30 split, which leads me to believe it is far more typical than a 50/50 split will turn out to be:
So, as it of course wouldn't do to have one card rendering 70% of the screen at full speed while the other card renders 30% of the screen at full speed, since the disparity in workloads would produce disparities in frame-rate performance between the discrete screen segments being rendered, it is necessary to synchronize, and thus constrain, the performance of both cards to the Master card.
In the example nVidia provides, the Master card renders 70% of the frame and the slave renders 30% of the frame, which means the slave is not running at full speed but is constrained to match the rendering speed of the Master card rendering 70% of the frame. Theoretically, I suppose, the master card should run generally ~30% faster than it would if it was rendering 100% of the frame, but otoh the Slave, tasked with rendering the remaining 30% of the frame, would necessarily be rendering at far below its top theoretical speed, since its rendering output would be capped to exactly synchronize with the output of the Master card, which is tasked with 70% of the workload for every frame. Thus the prospect of greatly diminished returns comes into play here when the performance the second card will add to the first is considered, imo. This will be especially apparent in cases where the majority of the "action" (or pixel changes between frames) takes place within the 70% of the frame rendered by the Master card.
As well, these load-sharing examples apply only to 3d games and applications which are *not already cpu-limited* when run under a single 3d card. In cases where the cpu is the limit to frame-rate performance, the addition of the second nV4x SLI card will make no performance difference at all. When and if these units actually make it into reviewer's hands for testing and evaluation, it will be interesting to see what this arrangement does for the prospect of FSAA and AF applied, as even in cpu-limited games I would *think* that FSAA and AF performance should improve dramatically over that possible with a single card--but I won't hazard a guess at this time.
The main obstacle to this kind of an arrangement has always been the synchronization of load sharing between the cards. Although some competitive scenarios similar to nV4x SLI were offered at the V2's height of popularity, none of them to my recollection ever came close to doing what V2 SLI did, and the difference in the division of the workload between the two cards and the necessity to synchronize them turned out to be the bugaboo for these competing schemes. Nobody ever figured out how to do the workload sharing better or even as efficiently as 3dfx SLI did it, although a few screen-segment rendering approaches very similar to nV4x SLI were tried. I guess we'll know pretty shortly if nVidia will succeed where the others failed...
Some other differences between V2 SLI and nV4x SLI:
*By splitting the scanline rendering between cards, a pair of V2's could render in much higher 3d resolution than a single V2 (doing 1600x1200 3dfx SLI simply amounted to each card rendering at 800x600 and combining the result in the display.) From what I've read to date, nV4x "SLI" will be constrained to the 3d resolutions possible through the Master card--there being no combination effect for resolution as with V2 SLI.
*There was no "2d-display" capability in the V2. There is in nV4x, however, but from what I understand the 2d display in terms of resolution and performance will always be handled exclusively by the Master card in nV4x SLI--ie, the slave will not be used for 2d-display at all.
*The general hardware environment today is much different than it was for V2 SLI. Whereas PCI slots for V2s and 2d-display cards were ubiquitous at the V2's introduction, nV4x SLI is not PCI, but requires dual-slot PCIex16 motherboards, which are currently about as rare as hen's teeth...
IE, if nVidia was shipping nV4x SLI today there'd be few who could use it, the expense of implementing it would be far greater than just the cost of the additional 3d card, and the ramp up for market for nV4x SLI is going to be slow going at best--really a pronounced difference between what 3dfx did then and what nVidia is purporting to be preparing to do today for its own version of "SLI."
In the V2 era, 3d-cards from all IHVs were much slower, cpus were a lot slower, ram, etc., and 3d-games were not nearly as demanding. Whereas a single V2 did two pixels per clock at ~100MHz (?), a single 6800GT does 16 per clock at 350MHz, etc. The emphasis on all 3d hardware development for the last four years has been on single-chip 3d almost exclusively, with the concept of V2 SLI fading away completely. Considering all of this, nVidia's announcement of its upcoming SLI really has me scratching my head as this is something that doesn't seem a likely money-maker for them for quite sometime--at least until dual PCIex16-slot motherboards become fairly ubiquitous among enthusiasts. I await hands-on reviews and evaluations with keen interest.