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SLI is really not Dead if you Have a SLI rig

Joined
Mar 20, 2025
Messages
5 (0.45/day)
Location
Catalonia, Spain
System Name Autotronic Project (SLI-Ready)
Processor Intel Core i9 12900KF
Motherboard MSI MEG Z690 UNIFY
Cooling Corsair iCUE H60x RGB 120mm
Memory 32GB Corsair Vengeance RGB DDR5 6000MHz
Video Card(s) 2x NVIDIA GeForce Titan XP 12GB
Storage Corsair MP600 2TB NVMe M.2
Case Corsair Spec-Omega RGB White
Power Supply Corsair RM1000e
Software Windows 11 Home
Benchmark Scores UNIGIENE Superposition Benchmark at 8K Resolution & Textures on High: 9034
Just duplicate the same geometry in 2 gpus, 1 camera renders left half, 1 camera renders right half, each gpu computes its own opengl camera and renders on a texture. A third cpu thread combines two textures to have the frame. Easy peasy. Developers are developers because too lazy to do this easiy thing. Even 1.5x performance is a win. 67% latency means more smooth fps.

Problem is all games use just 1 camera. And opengl uses only 1 camera. So, use 2 contexts of opengl in different threads and render on a texture. If opengl does not work with multi context, then use vulkan or dx12.

Even windows 11 has option to change renderer gpu for opengl.
Very simple. SLI is not a profitable business. I don't think I need to explain more.
 
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