Page 2:Beyond The Hype: What Is Quad SLI?
Page 3:How Quad SLI Works
Page 4:How Quad SLI Works, Continued
Page 5:Image Quality
Page 6:Frame Rates
Page 7:Hurdles Before We Could Start Testing
Page 8:Hurdles, Continued
Page 9:Testing Oblivion
Page 10:Test Setup
Page 11:Low Resolution Comparison
Page 12:Doom 3 - Low Res
Page 13:Half-Life 2: Lost Coast - Low Res
Page 14:Black & White 2 - Low Res
Page 15:Quad At High Resolution
Page 16:Doom 3 - High Res
Page 17:Black & White 2 - High Res
Page 18:Elder Scrolls IV: Oblivion
Quad SLI opens up some interesting possibilities in terms of image quality. The first is the prospect of SLI anti-aliasing. With traditional two-GPU SLI, the maximum image quality mode possible for each frame was 16x AA. While one frame can be rendered using both GPUs, quad allows a single frame to be rendered by all four GPUs. This is called 4-SFR (Single Frame Render). The frame workload is dynamically distributed between the four graphics cores.
With twice the graphics horsepower it is now possible to do an astounding 32x anti-aliasing with SLI AA. This is accomplished by doing 8xS (multisampled anti-aliasing) on each GPU; the final result with all four GPUs is 32x AA output.
A second possibility is to get 16x AA with each frame. The diagram below depicts a 4x sample run through each GPU. At the end the final result is 16x AA while running in an Alternative Frame Rendering (AFR) mode.
- Beyond The Hype: What Is Quad SLI?
- How Quad SLI Works
- How Quad SLI Works, Continued
- Image Quality
- Frame Rates
- Hurdles Before We Could Start Testing
- Hurdles, Continued
- Testing Oblivion
- Test Setup
- Low Resolution Comparison
- Doom 3 - Low Res
- Half-Life 2: Lost Coast - Low Res
- Black & White 2 - Low Res
- Quad At High Resolution
- Doom 3 - High Res
- Black & White 2 - High Res
- Elder Scrolls IV: Oblivion