B) Oddly, Anand's tech explanation counters your argument completely, did you comprehend what you actually linked?? In multiple GPU setups nVidia utilizes the broadcast feature of the PCIe, meaning all 3 cards gets the command set in one broadcast:
What ever traffic the CPU will send over the bus will be the same for one card as for 3 ... this is typical in broadcast networks where each bus agent is sent the same data. Also, if FSB BW is so critical, why does not cutting it in half have closer to 50% impact? You did not answer that question.
Texture data is stored on card, and the only time bus transfers are used is when the texture required is not cached on the card. This is why memory keeps going up on video cards. When a texture is required for a new scene or object that is not in memory you will know -- that game stutters horribly (FSB, HT or even QPI) there is no bus currently available that matches the BW of VRAM to GPU...
http://http.download.nvidia.com/deve...erformance.pdf
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