Ruru
S.T.A.R.S.
- Joined
- Dec 16, 2012
- Messages
- 12,701 (2.91/day)
- Location
- Jyväskylä, Finland
System Name | 4K-gaming |
---|---|
Processor | AMD Ryzen 7 5800X @ PBO +200 -20CO |
Motherboard | Asus ROG Crosshair VII Hero |
Cooling | Arctic Freezer 50, EKWB Vector TUF |
Memory | 32GB Kingston HyperX Fury DDR4-3466 |
Video Card(s) | Asus GeForce RTX 3080 TUF OC 10GB |
Storage | 3.3TB of SSDs + 3TB USB3.0 HDDs |
Display(s) | 27" 4K120 IPS + 32" 4K60 IPS + 24" 1080p60 |
Case | Corsair 4000D Airflow White |
Audio Device(s) | Asus TUF H3 Wireless / Corsair HS35 |
Power Supply | EVGA Supernova G2 750W |
Mouse | Logitech MX518 + Asus ROG Strix Edge Nordic |
Keyboard | Roccat Vulcan 121 AIMO |
VR HMD | Oculus Rift CV1 |
Software | Windows 11 Pro |
Benchmark Scores | It runs Crysis |
I'm talking about SLI/Crossfire. Both have killed the support for those in few latest GPU generations already.No, it isn't. It's about the same it was when DX11 first got started up. It's 2.2% mGPU games total currently. The total number of DX12 games is around only 10% of what the total for DX11 games that are out. Also half of those games in DX12 support some type of raytracing, where as all games in DX11 supported tessellation.
I had a R9 290 Crossfire about four years ago and I was surprised how many newer games already lacked the support for it.