Custom PC - UK (2020-06)

(Antfer) #1

HOW SLI


WORKS


Scalable Link Interface
The very first iteration of SLI actually dates
back to 1998 when 3dfx implanted a
technology that used two GPUs to render a
3D scene. Here, while the acronym was the
same, the technology was called Scan Line
Interleave. You linked up two matching 3dfx
Voodoo 2 cards with a ribbon cable, and they
would split each frame into lines, with each
card handling alternate lines. In some games
you could even see the split between the
lines as the two cards worked on them.
This didn’t just get you higher frame rates



  • it also enabled you to hit higher resolutions.
    Voodoo2 cards were generally limited to
    800 x 600 in games, but you could push
    your system to 1,024 x 768 with an SLI setup.
    Sadly, the technology proved too tricky and
    expensive to obtain widespread use.
    The last gasp for this form of SLI was seen
    on the Voodoo5 range, with the Voodoo5


5500 featuring two chips on the same card,
working in tandem in SLI. There were even
plans for a four-chip SLI card, the monstrous
Voodoo5 6000, but it didn’t get released
before 3dfx folded, with much of its assets
bought by Nvidia.
Six years later, Nvidia repurposed the now
defunct brand name, refashioning it to stand
for Scalable Link Interface. This new version
of SLI achieved essentially the same job,
splitting up the workload of rendering a 3D
scene into as many chunks as there were
GPUs (some graphics cards, such as the
GeForce 7950 GX2, also implemented SLI on
a single card) to provide double, triple or even
quadruple the theoretical processing power.
At its core, the technology is quite simple,
with the graphics driver deciding which
chunk of the scene should be handled by
which card and the card then going off and
doing the number crunching. The results

are then added together to produce the final
stream of frames that we see.
As has long been established,
performance with multiple GPUs doesn’t
scale linearly, but with the right games, a quad
SLI setup was the ultimate gaming rig for a
while, until Nvidia abandoned support for any
SLI setup with more than two graphics cards.

SLI modes
At the heart of the way SLI works is the choice
between two different rendering modes:
Alternate Frame Rendering (AFR) and Split
Frame Rendering (SFR). As their names
suggest, AFR simply sends each frame to
alternate GPUs; for SFR, the driver splits the
scene into multiple parts, with each one sent
to a GPU and combined again at the end.
As you might expect, AFR is the far simpler
version, and requires less overhead in terms
of communication between the two GPUs, so
it’s preferred by developers and Nvidia alike.
However, it also has the higher potential for
introducing lag, as the system may need to
wait a split second for a frame to fully finish
being rendered. SFR requires much more
communication and some of the work is
duplicated, although it can result in better
performance when implemented properly.
This also hints at the reason why SLI setups
with three or four cards produce diminishing
returns. With AFR, you potentially have one
GPU sitting idle for some time while it’s waiting
for all three other GPUs to finish rendering their

withtheGeForce 6800 series

3dfx’s Voodoo5 5500 card
featured two chips, which
communicated using SLI, when
it stood for Scan Line Interleave


AfterA buyingmuchof3dfx’sx s
assets,NvidiarelaunchhedSLI
asScalableLinkInteerface,
with the GeForcee 6800 series
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