Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
dc.contributor.author | Monfort, Jordi Roca | en_US |
dc.contributor.author | Grossman, Mark | en_US |
dc.contributor.editor | David Luebke and Philipp Slusallek | en_US |
dc.date.accessioned | 2013-10-29T15:48:16Z | |
dc.date.available | 2013-10-29T15:48:16Z | |
dc.date.issued | 2009 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | High-Performance Graphics | en_US |
dc.identifier.isbn | 978-1-60558-603-8 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | https://doi.org/10.1145/1572769.1572776 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems | en_US |