Coding A Game

shaynoa

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Feb 14, 2010
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When coding a game for SLI/ Crossfire can this coding be done in a patch for the game or must it be done to the game engine in the developing stage.
thank you in advance
shaynoa's dad
 

Markbnj

Elite Member <br>Moderator Emeritus
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Sep 16, 2005
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www.markbetz.net
I can say at least that there are some things the game engine has to be doing in a specific way in order to either enable SLI to work, or avoid problems with the way it works. This can be inferred just from the fact that some games have needed patching after release to get SLI to work. I don't know enough about it to go much deeper than that.
 

BrightCandle

Diamond Member
Mar 15, 2007
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SLI is mostly about the graphics drivers sending individual DX frames to individual cards and releasing the present call at an appropriate pacing so that the frames are spread out in an even fashion and that the game can just keep calling and rely on DX/drivers to pace the game for maximum performance.

But there are a few things a developer can do to break that, and I definitely do not know the entire list of possibilities but here are a few. The first is common in poor console ports, the game engine has its own type of pacing in built which tries to cap the frame rate in some particular way, this can play havoc with the present call timings and the GPU drivers may need to recognise the game specifically to get a good experience and avoid poor pacing behaviour. The game could use graphics memory to store things between frames, such as trying to copy over the previous image or parts of it for the purpose of blur. Since its resident on one card the next frame is being (a) run in parallel and (b) not in the same memory it is using the wrong data.

It could very well get a lot more complex than that as well, but on a basic level most games work with SLI/crossfire pretty simply out of the box, a few tweaks to some config and its running perfectly. But some engines do very strange things with the GPU to improve performance or implement some effect and especially across multiple frame effects can ruin the effect when the assumption is a single card.
 
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