Mendel said:
I'd imagine if Nvidia suddenly found themselves in a situation where they had a huge inventory of 6200 chips, a card like that just might border on being reasonable.
At a silicon implementation level multiple chips is always going to have an overhead compared to single chips. I think this is a specific scenario you are talking about, and not really the norm that you would plan for. There is always the argument an older, more stable process can be used to make 2 chips compete with a single chip on a single chip on a newer process – the cost factors that have to be weighed up is whether the increase in die for the two chips on an old process is offset by the increase in yield from the old process; this was 3dfx’s and XGI’s argument, and history hasn’t looked too favourably on them – the critical balance may be there if/when processes get to the edge of their capabilities in the future.
After all The S of the SLI comes from Scalable. If it scales only from 1 to 2 it would be more like NVSLI (NV coming from "Not Very" as well as NVidia)
IMO this is "revision 1". If they are serious about it then more functionality will be built into future hardware to better support the solution from arbitrating the host data from a single “master†device per board across a plurality of devices on that board and better solutions for apportioning the workload across the plurality of graphics devices that contribute towards the final image within the entire system. With these two elements, at least, then I can see a situation where you’ll be able to achieve multiple graphics on a single board and multiple boards rendering a single image within the same system.
Oh and wouldn't the next step be dual core on one chip then multiple n-core chips on one card?
Dual core for graphics will not buy you much since graphics are already inherently very, very scalable, but will leave you with some similar unnecessary silicon overhead as rendering across multiple chips/boards. Currently, with graphics, it’s always more efficient to pack as many pixel pipelines (well, read: fragement processing capability) into a single chip as you think you feasibly can rather than multi-core in a single die.
This still presents other issues as, under present systems, the more processors you are scaling up to the less efficiently you are making use of the hugely expensive RAM you are paying for. And off screen render targets also represent issues.
Under pre-VS3.0 systems it would also have been better (from a silicon utilisation standpoint) to remove the VS from the graphics core for multi-rendering board and have a separate geometry processing device, as 3dfx where going to do with Voodoo 5 and Rampage and like 3dlabs do (although Realizm has VS in the raster core that is just disabled when P20 is used in the Realizm 800 configuration), such that this could acts as the master device, receiving data from the host then doing all the boards geometry processing up to the setup stage and apportioning the appropriate triangles to each chip on the board such that geometry processing is only done once for the entire screen per board, rather than once for the entire screen per chip (under non-AFR solutions). But elements such as vertex texturing and the greater interaction of VS/PS/GS/Tessellator being talked about with WGF2.0 represents more hurdles to overcome