Synchroniszation issues with SLI and CrossFire

AFR will never have 100% identical frame distribution.
Hi, i'm the original author of the June 2007 forum post at 3dcenter.de.

I contacted tomshardware, fudzilla and anandtech with this AFR-problem but they didn't react. Obviously they don't want to piss Nvidia off because telling the world+dog that SLI is only really usable at framerates at 45fps and beyond is not what Nvidia wants to hear ;)

And please don't play down the problem, as it IS a big one.
It questions the sense of sli at a whole. When you get 20fps with a single card, and you consider buying a second card to get over 30fps by using SLI, and the subjective impression of fluidness of the pictures is NOT improved, then SLi gets senseless in general!!!

Usually people get SLI because they want to run quality settings impossible for a single card. That means: the framerate range at around 30fps to 40fps. And that is exactly the range where the AFR problem is most severe!!!

And, what you don't tell the people, there IS a solution to this problem- a CONTROLLED DELAY OF FRAME OUTPUT.
The driver could MEASURE how long it took to render a frame and then estimate an ADDED WAITING TIME for the next frame to be ouput.

Enthusiasts have very fast cpus, and the less time the cpu needs to prepare a frame and the more time the gpus take to render it the worse the AFR problem gets.
Within 20ms the cpu prepares 2 frames and sends them to the gpus, so there is only a 10ms delay between both gpus rendering on their frames. So when each gpu needs 50ms for each frame you will see something like this:

10ms-50ms-10ms-50ms -> fast, slow, fast, slow

The human eye will allmost competely ignore the fast 10ms ones (=100fps), but will only see the slow 50ms ones. And 50ms means 20fps -> THE SAME "OPTICAL" FRAMERATE AS WITH A SINGLE CARD. -> WASTED MONEY.

You tell the people "there is no solution...", but in that sentence there is something missing, that is: "...WITHOUT SACRIFICING A SMALL AMOUNT OF AVERAGE FPS" ;)

And losing fps, albeit very little, means "ATI will look good" which means "Nvidia will look bad". Obviously ATI is thinking the same, as they have the SAME problem with Crossfire.

So none of the two implements an intelligent, adaptable delay because it means a small amout of average fps loss ;)

An intelligent delay would NOT ALLOW a frame to be ouput only 10ms after the previous one, knowing that rendering the previous frame has taken 50ms! It would delay it for another 20ms and THEN put it out. What would happen?
THIS: 30ms-30ms-30ms-30ms -> perfect distribution = perfect 30fps -> problem solved ;)

Why intelligent? Because, when the framerate gets faster, which means the computational load gets lighter, the delay would get much smaller, it would ADAPT.
Many adaptions mean bigger loss of average fps, BUT, and this is important, content doesn't change that fast in a game.
In the world of microseconds changes in content happen SLOWLY.

I don't think the average fps would suffer more than 5%. But, VISUALLY it would be a difference like night and day.

I have tested Half Life 2, which has an own fps limiter built into the engine, that can be activated via the console.
I used settings where i got slightly over 30fps WITH SLI TURNED ON. Then i measured the frametimes and the distribution was horrible.
And now comes the fun part: i activated the INTERNAL HL2 FPS Limiter at exactly 30fps and BAM-> perfect distribution.

So, what was the verdict? It IS possible to get perfect distribution of frametime WITH SLI, when you use some kind of limiter/delay.
Obviously the best limiter, the one that can react the quickest, can only be implemented inside the DRIVER, which means: it is Nvidia's task to code one.

I'm sure that it is not only me that would LOVE to sacrifice 5%, let it be 10%, of average fps when, in return, a perfect distribution of frametimes can be achieved. (i'm a SLI user since day 1)

p.s. sorry for my bad english.
 
There is no CF filtering,sigh. SuperAA is SuperAA. Or is the filtering thing like the SMIC one or the Tesla 2.0 one?In which case i'm sorry for having interfered.

You are beginning to annoy me - very slightly - also


Well, AA *IS* strictly speaking a filter, different from texture filtering, but still a filter. Why else would ATi insist that CFAA stands for Custom FILTER Anti Aliasing?:p

AND the gentleman poster above me is quite correct; and MS is fixable imo.
 
The sacrafice is higher than 10% FPS. You dont dynamically balance and sync the frames. Your framerate will eventually drop below that of a single card. MS delays that spike are typically a readjustment of load balancing. If a game is horrible at load balancing. The problem becomes larger.

I know everyone here thinks they know more about the issue than the guys at Nvidia/AMD. But if the solution was as simple as you make it out to be. It would have been done a long time ago.

But if you wish to vent at me. Say Im downplaying something I consider relatively a minor issue. Go ahead. I've gotten quite used to it.
 
There's no doubt that nVidia and ATI know much more about 3d but they don't go out of there way to discuss limitations or cons too much ChrisRay.

My findings are very similar to what Tombman is offering and have shared this view years ago -- at around 40-45 frames is where the fine-line may be. If gamers didn't vent or share their views how would anyone even know?

Most web-sites doing reviews? Hardly! Their gaming experience for the most part is benching and offering PR material. It would be so refreshing to read investigative articles on the gaming experience instead of cookie cutters.

Smoothness is still subjective to each individual gamer though..........and why views differ so. And AFR is still so very welcomed if it's placed in an objective context.
 
The sacrafice is higher than 10% FPS. You dont dynamically balance and sync the frames. Your framerate will eventually drop below that of a single card. MS delays that spike are typically a readjustment of load balancing. If a game is horrible at load balancing. The problem becomes larger.

I know everyone here thinks they know more about the issue than the guys at Nvidia/AMD. But if the solution was as simple as you make it out to be. It would have been done a long time ago.

But if you wish to vent at me. Say Im downplaying something I consider relatively a minor issue. Go ahead. I've gotten quite used to it.

The thing is most people here find this problem annoying or are at least curious about it and you keep saying it is a "no issue", while maintaining a very biased attitude towards nVidia SLI.

I don't think anyone here is trying to attack you personally.
 
I have said and acknowledged the issue countless times. I have even provided feedback to some users at slizone on this issue ((After it was brought up here)) on what to look for. If you want me to agree that its some "Earth Shattering Western society overlook". Then I wont. I just dont think its all that big of a deal.

I sum it up as a mountain out of an ant hill. And thats what it is to me. Everyone seems to think there is some "easy" solution to the problem. But their's not. You try to force a constant frame sync from SLI. Then you'll eventually lose all benefits of SLI. It's the entire point and purpose of dynamic load balancing. There are going to be people who hate AFR. And they are entitled to their opinion. I'm not even gonna try to convince them otherwise. But I am not gonna raise some big stink over something thats been here for 3 + years. Especially when it doesn't even bother me personally.
 
That montain out of an ant hill is one of the reasons for craving a more powerful GPU than an AFR solution offering similar performance attributes.
 
And to that extent. I agree. A single GPU offering the same performance as an AFR solution is better. Not because of profiles,. Because the performance is more consistent. I believe I've said that as well.

I just I dont see this as a monsterous problem and that all SLI/Crossfire users have been screwed. AFR can offer some legitimate performance gains. And lets me do things that no single GPU can do. Some people don't like side effects that can occasionally come with it. Thats perfectly fine. I certainly don't mind people taking issue with it. SLI has never been for everyone.

Chris
 
Actually the recorded benchmark I use was just the one I use for all my UT3 Benchmarking. So yes the frame counter goes much further. As does rendered frames. I thought it was pretty obvious I wasnt including the whole thing because the post would have been a mile long of frame spam. There's nothing paticularly malicious about that. Other than trying to save some forum space for the few people who really care to read through all that. If I included all the frames. I would have had to need several posts worth of character space. All I was doing was demonstrating the typical frame distribution in UT3 and the overall results I got without spamming the forums in mile long page of data.

Like I said before. If anyone thins they can do a better job of obtaining a 100% accurate benchmark with the exact amount of frames rendered in a given sec. Then by all means. Be my guest. I've certainly got no problem with that. I am not dedicating that amount of time to something I consider pretty much a non issue. I have much bigger things on my table right now to deal with hardware wise.

Apoppin. SLIAA will behave like a single GPU in frame syncs.

It's amusing that in a whole paragraph you said absolutely nothing and just talked about why you omitted the frames from 100 and on. As I wrote above, it was pretty obvious you didn't include pages of frame times and I didn't criticize that. However, I criticize that even in your examples, in 2-way SLI the frame time synchronization sucks awesomely; and 3-way and 4-way don't even increase FPS in the part where it matters (where the FPS's are lowest).
 
I'm glad you find it so funny. Considering that specific aspect was the only part of your post I did bother responding too. If your so convinced my data is flawed. Then be my guest and try to do your own comparative analysis with UT3. I think you'll find that synchronization for the most remains pretty constant regardless of what frame your actually "viewing" on the map I am testing. What I find so obnoxious is I'm the one being called biased and flamed yet I'm the only one here who has provided any real data on the subject and have done the damned best I could to describe the conditions of my benchmarks.

Here's another one I took of 3 way with BF2142 in the berlin map. Where the average frame was "88 FPS" ((BF2142 FPS was unlocked to 150 but it didnt really make a difference)) it also was the entirety of the benchmark. There 1 or 2 spikes ((40 MSish I noticed)) but to track the data over a long course of a benchmark would just be impossible time inducing task that I'm not really interested in doing. 63-64 is a noticable frame. Non of these frames has "perfect" distribution however. But the jumps are very minor. I chose this benchmark because its one of the "less ideal" situations I found. Where texture memory leaked out of the framebuffer and caused PCIE memory access. Which also can cause "stutters". It also uses different profile bits than than UT3 which makes it behave slightly different. Mode used was 16xS so it was adequately GPU bound.



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Where did I ever say your data is "flawed"? I don't doubt its accuracy. The point I didn't get is how you could defend that SLI is a nice thing to have, looking at those figures. The 2-Way frame time you posted there isn't very nicely synchronised, at all.

If providing data makes you right, I can provide tons of games to you in which there isn't any "syhchronisation" at all; as well.

Here's one I just did.

3DMark06 (1680x1050 8xAA 16xAF)

3dfk2.jpg


Nice, right? Frame time differences: 19-45-17-47-18-50 etc. So the benchmark shows that I'm seeing 30/0.962 = 32 FPS, whereas one out of every two frame I see is rendered in a 50 ms delay, which makes the practical FPS only 20. And it's a stuttering 20 FPS.

Disabling SLI gives the following results:

3d2lr9.jpg


All the frames have perfectly the same delay. Looking at FPS: 30/1.46 = 20.5FPS. And it looks way smoother than SLI, due to the balanced delay.

So yeah, let every review site blindly publish SLI bench numbers as if they were anywhere near comparable with non-AFR rendering. Let them say that "by adding a second card our FPS bumped from 20 to 32, a %65 increase in performance!!" whereas the performance actually LOWERED and the viewing experience visibly WORSENED, let alone increasing %65 or even staying the same.
 
The point I didn't get is how you could defend that SLI is a nice thing to have, looking at those figures. The 2-Way frame time you posted there isn't very nicely synchronised, at all.

Because I like it? Because it lets me raise AA/AF and get playable framerates in games I play? You say that AFR rendering provides no benefit. I completely disagree. AFR allows for performance and IQ to be obtained that a single GPU may not be able to provide. I have never once expressed that the synchronization would be perfect. I said the MS delays and intermittent changes are largely un noticable. And they are in most of the games I play. When I see large MS delays, They are far more noticable than small MS delays with minor variations in synchronization. The 10-15 MS fluctuations are pretty much un noticable. Its the large ones that change from 50-100 MS that completely undesired. 15-25-33-45-120-129-139-152 but they just dont happen that often and are often explained by other problems.

Heres another example where I deliberately went out of my way to cause the frames to desync in Neverwinter Nights 2. Widly changing the camera range which caused the load balancer to "flip" out occasionally. And even in this case. The synchronization didnt go too far out of whack and quickly corrected itself over the course of 400 frames with an AVG of 61 FPS. The most distracting thing you can see is when the load balancer fails a prediction and has a large MS delay descynchronization.

Code:
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Either way. I'm done with you. If you dont like SLI. I could give a rip. Don't buy it again. But to say people shouldnt because you are bothered by a largely subjective intermittent change in frame syncing. Its not anymore fair than me saying people should appreciate SLI for being flawless. Because it's not. Regardless, I like SLI. And I know alot of other people who do too. And no, They aren't ignorant people. And frankly I don't care that you care if I think SLI is worth while. If people in this thread are only interested in seeing a negative viewpoint on SLI and Crossfire. I'm sorry. But I dont have one and I'll gladly offer my opinion and own data if I damn well please. Until beyond3d decides that my input isn't welcome here.
 
Last edited by a moderator:
If a MS delay corresponding to momentary FPS surges from 45FPS to 70FPS all the time (and this is from the 2-way UT3 example YOU gave. In the 3dmark example I gave, which you don't even talk a word about, it fluctuates from 20 to 50) are "largely unnoticeable" to you then I suggest you don't bother with SLI anyway because a FPS difference between 45 and 70 isn't largely noticeable for your eyes, and you could largely do without SLI.
 
I'm sorry. But I'm not interested in playing games at low details and staggeringly low frame rates. 1 frame taking 100 MS to render is largely unacceptable to my eyes. And I'd rather have a slightly intermittent AFR synchronization than run a game at 10 FPS. Which brings to my last point. Perfectly Synced frames will cause SLI to fail ((15-30-45-60-75-90-105-120-135-150-165.)) I've seen it happen and all it does is cause the games performance to drop radically over time. And cause frames to dip out and grow worse as time progresses. The frame MS delay just gets larger and larger. Whats so ridiculous about all of this is inconsistent MS delays occur with single GPUs too.

P.S. I dont care about 3dmark06.
 
Last edited by a moderator:
I'm sorry. But I'm not interested in playing games at low details and staggeringly low frame rates. 1 frame taking 100 MS to render is largely unacceptable to my eyes. And I'd rather have a slightly intermittent AFR synchronization than run a game at 10 FPS. Which brings to my last point. Perfectly Synced frames will cause SLI to fail ((15-30-45-60-75-90-105-120-135-150-165.)) I've seen it happen and all it does is cause the games performance to drop radically over time. And cause frames to dip out and grow worse as time progresses. The frame MS delay just gets larger and larger. Whats so ridiculous about all of this is inconsistent MS delays occur with single GPUs too.

P.S. I dont care about 3dmark06.

That is very very true. While reading I am just wondering how much worse it is on multi GPUs.
 
What exactly is this mythical load balancing I keep hearing about? (For AFR that is, it's easy to see how it works with SFR ... but for AFR it makes no sense at all to even think in terms of load balancing AFAICS.)
 
I'm not an expert --- just looking for the correct wording since load balancing with AFR seems to be mythical from your point-of-view or experience. Was hoping you would be kind enough to at least answer.

Personally always used the term "load balancing" based on smoothness issues at times with AFR and would like to know if I am way off base and very ignorant -- and if so, sorry, but willing to listen and learn.
 
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