SLI in Metro 2033 Redux

davidrossoni

Distinguished
Mar 26, 2009
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18,510
Hello!
I get 50 fps with these settings on my one card:

Resolution 2560x1440
Quality high
SSAA 2x
Texture filtering AF 16x
Tessellation Very high
Vsync on

But I get 20 fps when pushing to x4 SSAA and very high Quality settings, could my card with another in SLI bring it up to 60 fps?

This is my computer:
ASUS ROG STRIX GeForce GTX 1080 8GB GAMING

ASUS Z170-E - ATX / Z170

Intel Core i7-6700K - 8 trådar / 4,0GHz (4,2 Ghz Turbo) / 8MB / Socket 1151

Corsair Vengeance LPX 16GB DDR4 2666MHz CL16

be quiet! Pure Rock CPU cooler
 
Solution
If you only get around 20fps with those settings in the game, even if SLI scaling managed to be near-perfect, you could only expect framerates to double at most. So, probably no more than 40fps, again, assuming the SLI scaling were to work perfectly, which it typically doesn't.

In any case, 4x SSAA on a 1440p screen is probably overkill. With that active, the game is effectively rendering the scene at 5120x2880 resolution (78% more pixels than 4K), then scaling it down to fit your screen. At 1440p, you're probably better off ignoring supersampling in that game, and just sticking with the default post-process anti-aliasing that the game applies.

Jim90

Distinguished
For your 50fps settings example providing there's an NVIDIA SLI profile, and providing that profile - and the game code - is 'suitable' for SLI then maybe. You'll be lucky to increase your 20fps settings example beyond the low 30's.

For a heads-up have you Googled "Metro 2033 SLI review" (review/benchmark)? - that should give you an idea of whether SLI is effective for this game.

Note that there's a lot of if's with SLI/Crossfire - no guarantees for any game/software.
 
If you only get around 20fps with those settings in the game, even if SLI scaling managed to be near-perfect, you could only expect framerates to double at most. So, probably no more than 40fps, again, assuming the SLI scaling were to work perfectly, which it typically doesn't.

In any case, 4x SSAA on a 1440p screen is probably overkill. With that active, the game is effectively rendering the scene at 5120x2880 resolution (78% more pixels than 4K), then scaling it down to fit your screen. At 1440p, you're probably better off ignoring supersampling in that game, and just sticking with the default post-process anti-aliasing that the game applies.
 
Solution