Controls how frames are synchronized, If a GPU workload balance shifts. Theres a change to the way they sync. Often in CPU limited situations. SLI will constantly repredict the synchronization of the frames. ((it can happen in pure GPU limited scenerios too)) This issue is actually far more prominent in areas where you end up CPU limited. There are tweaks you can make to the profile bits on how this prediction will occur. But generally its "smart". If your frames lose synchronization the drivers will repredict the GPU load and resync them.
Say you render 10 frames in 20 MS intervals. Then your frame synchronization spikes to 50 or 100 MS. Usually SLI drivers will resync the frames back down into the lower intervals. Its not always 100% successful and some games will have more problems than others. Typically in my experience the higher your ZFill/Pixel bottleneck. The less likely you'll have uneven frame distribution or poor GPU scaling.
The NWN2 example I gave above was an area where I forced the bottleneck to shift by rapidly changing the GPU load. And you'll see more "Spikes" in that example of frame syncing. Nvidia has a limited load visual indicator which helps illustrate the GPU load and the syncing that occurs. The more it fluctuates the more likely you are seeing frame sync issues.
Chris
Below is an example of perfect frame distribution. With little to no fluctuation. But of course not all titles behave this ideally.
Say you render 10 frames in 20 MS intervals. Then your frame synchronization spikes to 50 or 100 MS. Usually SLI drivers will resync the frames back down into the lower intervals. Its not always 100% successful and some games will have more problems than others. Typically in my experience the higher your ZFill/Pixel bottleneck. The less likely you'll have uneven frame distribution or poor GPU scaling.
The NWN2 example I gave above was an area where I forced the bottleneck to shift by rapidly changing the GPU load. And you'll see more "Spikes" in that example of frame syncing. Nvidia has a limited load visual indicator which helps illustrate the GPU load and the syncing that occurs. The more it fluctuates the more likely you are seeing frame sync issues.
Chris
Below is an example of perfect frame distribution. With little to no fluctuation. But of course not all titles behave this ideally.
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