Multi-GPU schemes generally divide the work by asking a pair of GPUs to render frames in alternating fashion—frame 1 to GPU 0, frame 2 to GPU 1, frame 3 to GPU 0, and so on. The trouble is, the two GPUs aren't always in sync with one another. Instead of producing a series of relatively consistent frame delivery times, a pair of GPUs using alternate frame rendering will sometimes oscillate between low-latency frames and high-latency frames.
To illustrate, we can zoom in on a very small chunk of one of our test runs for this review. First, here's how the frame times look on a single-GPU solution:
Although frame times vary slightly on the single-GPU setup, the differences are pretty small during this short window of time. Meanwhile, look what happens on a CrossFire setup using two of the same GPU:
You can see that alternating pattern, with a short frame time followed by a long one. That's micro-stuttering, and it's a potentially serious performance issue. If you were simply to measure this solution's performance in average frames per second, of course, it would look pretty good. Lots of frames are being produced. However, our sense is that the smoothness of the game's animation will be limited by those longer frame times. In this short window, adding a second GPU appears to reduce long-latency frames from about 29 ms to about 23 ms. Although the FPS average might be nearly doubled by the presence of all of those low-latency frames, the real, perceived impact of adding a second card would be much less than a doubling of performance.
This problem affects both SLI and CrossFire, including multi-GPU graphics cards like the GTX 690. How much micro-stuttering you find can vary from one moment to the next. In this example, we can see a little bit of jitter from the GTX 690, but it's fairly minimal.
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