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    Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems

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    Date
    2009
    Author
    Monfort, Jordi Roca
    Grossman, Mark
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    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.
    BibTeX
    @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}
    }
    URI
    http://dx.doi.org/10.1145/1572769.1572776
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    Eurographics Association copyright © 2013 - 2023 
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    Theme by @mire NV
    System hosted at  Graz University of Technology.
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