Ruru
S.T.A.R.S.
- Joined
- Dec 16, 2012
- Messages
- 12,755 (2.92/day)
- Location
- Jyväskylä, Finland
System Name | 4K-gaming / media-PC |
---|---|
Processor | AMD Ryzen 7 5800X / Intel Core i7-6700K |
Motherboard | Asus ROG Crosshair VII Hero / Asus Z170-A |
Cooling | Arctic Freezer 50 / Thermaltake Contac 21 |
Memory | 32GB DDR4-3466 / 16GB DDR4-3000 |
Video Card(s) | RTX 3080 10GB / RX 6700 XT |
Storage | 3.3TB of SSDs / several small SSDs |
Display(s) | 27" 4K120 IPS + 32" 4K60 IPS + 24" 1080p60 |
Case | Corsair 4000D AF White / DeepCool CC560 WH |
Audio Device(s) | Asus TUF H3 Wireless / Corsair HS35 |
Power Supply | EVGA G2 750W / Fractal ION Gold 550W |
Mouse | Logitech MX518 / Logitech G400s |
Keyboard | Roccat Vulcan 121 AIMO / NOS C450 Mini Pro |
VR HMD | Oculus Rift CV1 |
Software | Windows 11 Pro / Windows 11 Pro |
Benchmark Scores | They run 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.