Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
Jordi Roca Monfort, Mark Grossman
High-Performance Graphics, 2009, pp. 37--46.
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.
@inproceedings{Monfort:2009:SO3,
author = {Jordi Roca Monfort and Mark Grossman},
title = {Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems},
booktitle = {High-Performance Graphics},
pages = {37--46},
year = {2009},
}
Return to the search page.
graphbib: Powered by "bibsql" and "SQLite3."