3 ms·
True for graphics, though it would be nice for HPC. See https://news.ycombinator.com/item?id=14508928 https://news.ycombinator.com/item?id=14508928 Though it m
by highd 9y ago
True for graphics, though it would be nice for HPC. See https://news.ycombinator.com/item?id=14508928 https://news.ycombinator.com/item?id=14508928
Though it may be that expensive high-end VR could be the luxury home theater of tomorrow, and you put 4 GPUs in a box to get 90FPS 8K seamless VR. Faster PCIe could be nice to have in that case.
- striking 9y agoMulti-GPU is kind of a meme for anything besides HPC. Graphical applications currently don't support it very well, if at all. And it means you're basically duplicating the scene across multiple GPUs, which is a lot of money burnt on VRAM. New PCIe specs will likely only affect data transfer like for storage applications, at least for the time being.
- nickpsecurity 9y agoMaybe networking, too, as some companies built switches for servers out of PCIe or one of those.
- valarauca1 9y agoMulti-GPU doesn't exist for anything other than ML or HPC. While Vulkan fully supports it. Metal and DX12 don't. The real issue for real time AR/VR/144FPS+ is knowing what you can/can't offload, what's the transfer latency, etc. this will change based on cards, generations, CPU's, library versions, Driver versions, vendors. It is a nightmare. Even SLI/XFire when you know there are identical cards, and drivers. You still see ~10-20% pref gain for 50% more resources.
- eridius 9y agoMetal 2 supports external GPUs. I don't know if this means it supports using multiple GPUs at once though.
- jandrese 9y agoI've wondered if it would be possible to design a dual GPU setup to handle VR applications more efficiently? VR tends to be kind of hard on current GPUs due to needing to render the scene from two viewpoints. With a dual GPU setup you could effectively dedicate one GPU per eyeball.
- spectralblu 9y agoThat's actually not true. I believe with the latest generation of Nvidia cards (10 series) they made rendering multiple similar viewpoints dirt cheap by tweaking the hardware and the rendering pipeline. From the arstechnica review on the 1060: "GPU Boost 3.0, Fast Sync, HDR, VR Works Audio, Ansel, and preemption make a return too , as well as the ability to render multiple viewpoints in a single render-pass." https://arstechnica.com/gadgets/2016/07/nvidia-gtx-1060-review/ https://arstechnica.com/gadgets/2016/07/nvidia-gtx-1060-revi... From my limited understanding, VR is difficult because of the tolerances required. For regular gaming, slight frame drops were annoying, but didn't break the experience. Thus, it was reasonable to ship a game that was able to hit 60fps 99% of the time, and just write off the remaining 1% of the time. For VR, not only do we need to hit at least 75fps, the tolerance for frame drops is much much lower (a stutter while you're watching a monitor is annoying, the same stutter in VR could make you lose your balance). To aim to hit 75fps and guarantee that you'll hit that 99.9%, 99.99%, or 99.999% of the time is where the difficulty lies. I'm sure most of the HN audience has experience with just how difficult it is to tack on an additional 9.
- seanp2k2 9y agoin gaming, the gains are more like ~20-90% : http://www.babeltechreviews.com/gtx-1080-ti-sli-performance-25-games/3/ http://www.babeltechreviews.com/gtx-1080-ti-sli-performance-... Another more well-known source: https://www.techpowerup.com/reviews/NVIDIA/GeForce_GTX_1080_SLI/20.html https://www.techpowerup.com/reviews/NVIDIA/GeForce_GTX_1080_... at 3840x2160 there was an average of 171% performance across games when they excluded the ones which didn't scale with SLI at all.
- carroccio 9y ago100% more resources