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Any technology (SFR, Tiling), that splits the frames into smaller pieces will instantly kill geometry performance scaling across multiple GPUs.
So AFR here is just the lesser evil here, but it requires a lot of bandwidth and rapid response latency, to keep all the workload in proper time lock. And it's getting worse with the advance of the deferred 3D engines, with multiple render targets.
Last edited by fellix_bg; 06-08-2008 at 02:33 AM.
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