Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
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Date
2009
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture require a number of synchronizations that can significantly impact the scalability with multiple GPUs. In this paper, a proprietary analytical tool called EMPATHY has been used to evaluate, for a set popular DX9 games, the performance of both classic split frame and alternate frame rendering modes as well as combined modes supporting more than 4 GPUs. We have also evaluated the application of the early copy and concurrent update techniques together as alternative to delayed surface copy of render-to-texture surfaces, showing a 48% percent improvement for some workloads.
Description
@inproceedings{:10.1145/1572769.1572776,
booktitle = {High-Performance Graphics},
editor = {David Luebke and Philipp Slusallek},
title = {{Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems}},
author = {Monfort, Jordi Roca and Grossman, Mark},
year = {2009},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-1-60558-603-8},
DOI = {/10.1145/1572769.1572776}
}