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dc.contributor.authorMonfort, Jordi Rocaen_US
dc.contributor.authorGrossman, Marken_US
dc.contributor.editorDavid Luebke and Philipp Slusalleken_US
dc.date.accessioned2013-10-29T15:48:16Z
dc.date.available2013-10-29T15:48:16Z
dc.date.issued2009en_US
dc.identifier.isbn978-1-60558-603-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/1572769.1572776en_US
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.titleScaling of 3D Game Engine Workloads on Modern Multi-GPU Systemsen_US
dc.description.seriesinformationHigh-Performance Graphicsen_US


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