PublisherAssociation for Computing Machinery (ACM)
Rights accessRestricted access - publisher's policy
This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending
on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture require a number of
synchronizations that can significantly impact the scalability with multiple GPUs. In this paper, a proprietary analytical tool called EMPATHY has been used to evaluate, for a set popular DX9 games, the performance of both classic split frame and alternate frame rendering modes as well as combined modes supporting more than 4 GPUs. We have also evaluated the application of the early copy and concurrent update techniques together as alternative to delayed surface copy of render-to-texture surfaces, showing a 48% percent improvement for some workloads.
CitationRoca, J.; Grossman, M. Scaling of 3D game engine workloads on modern multi-GPU systems. A: ACM Conference on High-Performance Graphics. "The 1st ACM Conference on High-Performance Graphics". New Orleans, LA: Association for Computing Machinery (ACM), 2009, p. 37-46.
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