How does vram work in sli




















This generally average scaling as in, nowhere near double the performance in most cases is one reason why building a SLI PC is definitely not for everyone, and absolutely not for anyone seeking value for money and looking to be cost-effective. SLI is really only something to consider for the few who want to go beyond what a single GPU is capable of and who are willing to pay a premium in order to do so.

Plus, for the record, there are also tons of reports of Pascal working just fine with SLI and G-Sync together as well - both now in , and back when the problem seemed prevalent. Plenty of people actually report G-Sync helping SLI performance in some instances, or removing stuttering that is present with G-Sync disabled.

Using G-Sync and SLI together could still pose a problem though depending on your particular hardware, software, game, resolution and other settings. A common misconception that's understandably still occasionally misstated online, because for the longest time the world's most popular AAA game engine didn't have SLI support. However, the good news is that as of version 4. If interested, you can see the full release notes here. There'll be tons of great games released over the next few years that are based on the mighty Unreal Engine, and it'll be interesting to see just how many have SLI support.

But nobody's holding their breath as SLI support is indeed very hit or miss these days and normally a miss if we're being honest.

While it's true that many games don't support SLI, it's inaccurate and a popular myth to say that there are hardly any games with support for multi-GPU technology. There have been a wide range of SLI supported games over recent years, including some recent AAA titles in and , and a whole heap of classic AAA hits in earlier years many of which are still great games to play today.

So those lucky few building or upgrading to a setups with multiple video cards aren't short of games to test their overkill rigs with well, overkill for standard resolution; even when working well, even SLI systems can be brought to their knees in 4K Hz or 8k. So when someone says that there are very few games you can take advantage of with multiple GPUs, chances are they haven't looked into the issue and are just repeating what they heard someone else say who didn't do the research either.

To be fair though, it's all about the wording, as you could say many games don't support SLI, or that most recent AAA games don't. But saying that there are very few games that support it can be a little misleading.

And that leads us to the biggest multi-GPU myth of all - one that's prevalent in practically every single discussion about SLI in every little corner of the internet. But it's safe to say, technically speaking it's far from dead. Last edited by oobymach ; 30 Apr, pm. Monk View Profile View Posts. Multi gpu hasn't been dropped yet and likely won't. On the plus, cards are now offering more than enough memory for it not to be an issue.

One thing I'll agree with is you should always buy a single stronger card than two weaker ones these days, making sli only really an option for those who want more than a single strongest card can offer.

Originally posted by oobymach :. Last edited by rotNdude ; 1 May, am. It's because both GPU's need access to the same memory. Carlsberg View Profile View Posts. DX12 can stack ram not the full amount of each card but a portion of it. It is up the Dev's to code it in. The process is not SLI or Crossfire. I always find it interesting that people will spend money on a faster hard drive or delidding or super fast ram and then not spend the money to SLI.

Hey a few more frames is a few more frames right. While a single card may be fast enough if the game supports SLI it can be faster. DX12 the sixteen year old elusive dream. So your evidence is the cut price scientific professional titan Volta along with an editorial piece from a site I've never heard of and rumours It's not how SLI works.

In simple terms; the 2 gpus run in "parallel", meaning vram from gpu1 is used to render half the screen while vram from gpu2 is used for the other half. Vram does not stack at all, only cores do. To be honest, I wouldn't "game" on a 4k monitor with less than 4Gb, as even p games such as Texture modded Skyrim, Witcher 2, and even BF4 will pull in excess of 3. I started out with buying 2x 2Gb models from EVGA and had to "step-up" trade them in less than 2 months later do to my monitor upgrade.

I thought they used alternate frame rendering, where one card does the first frame, second card second frame etc. To achieve this, each card needs all the info and card A simply cannot get info from card B fast enough for it to work. I understand how it works. What I want to know is why they can't make memory on both cards more accessible. Think about this if you are running 1 single monitor and it's cut in half.

It's obviously lesser resolution. Each card is taking half of your screen and rendering it whether it's alternating, the left side or top side, and so forth. You need less ram to run that half part of a screen.

It doesnt matter how much ram you have if your processor can't fill it fast enough. You can see the limitation in lower than 3 gb cards trying for 4k resolution. Now if tri fire or quad fire ever got to the efficiency it should be able to it would be like running a quarter of the screen or a single x monitor per card. However, they aren't efficient for whatever reasons whether by design or crappy programming. Anyways, back to the point. Split the 4k into multiple monitors basically and it should make a lot more sense.

I'm pretty sure 2 gpus with independent memory as they are is better than a single gpu with access to both memory. Yes you migth have 4 gb of memory but you also only would be utilizing 1 gpu to render the entire resolution instead of breaking up the stuff into half for each gpu.

The better question should be why is sli and specially triple so ridiculously bad scaling. Split screen is old news.



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