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

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Date
2009
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.
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@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
} }
Citation