Soldato
- Joined
- 30 Nov 2011
- Posts
- 11,500
I dont really understand what you are tying to say when I already wrote 2 times the point of coming real multigpu chips is to them not to have load frame for both gpus. The whole point is to get them use same memory and load the frame only once and have the gpus both share that. If they can share the memory we dont need double the memory, nor the bandwich.
you are saying FRAME, yes, but you are ignoring textures, if textures are not in VRAM they need to be loaded from somewhere else and you haven't actually stated a reasonable solution that isn't latency intensive, if they are sharing memory they are sharing bandwidth and increasing latency (because sharing memory would need an off chip controller to prevent other issues)
at present a GPU loads all or nearly all of a level's textures to VRAM so that they are ever present and easily accessible without latency - splitting a single frame to smaller chunks does not solve this issue
basically, you appear not to have a clue what you are talking about and no one has actually stated how they intend to solve these issues
I'm not saying these issues are not at all solvable, but the actual performance increase the solution represents remains to be seen as to whether it is really worth it over a monolithic design
saying "because CPU" isn't an answer as the challenges the two face are fundamentally different
when mantle/dx12/vulkan first started appearing there were statements that they would allow GPU's in crossfire/SLI to share VRAM, but for the same reasons many of us with a little bit of knowledge questioned this and pointed out the same reasons as to why it wouldn't save much or offer much of an advantage and to date no one has even tried (with DICE devs even pointing out the same issue as to why they would not even try it).