Why Could Lucid Hydra 200 be better than CrossFire, SLI?

@ 2009/09/25
What limit your scalability are frame dependencies, due to use of primitive AFR modes. Today's games have such dependencies so big that in many cases, you even have to go five frames back to take the information from it. Even with triple buffering, five frames are too big of a drawback for the GPU because the chips cannot go back that much and that results in increased latency. Thus, scaling performance is nowhere near where it is supposed to be. We have a real-time task distribution engine. The frame buffer stream is being analyzed and checked on-the-fly. By approaching graphics on computational level we resolved frame dependency. We tested our new Lucid 200 chip on 100 games and it worked out of the box.

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