The CPU delay is a good thing in this case. It would be best if the CPU would take exactly half the time to setup a frame that it takes one GPU to render the frame. Then the frames would be distributed perfectly.
If the CPU takes less time, the CPU will setup the second frame too closely to...
The faster the CPU is (relative to the GPUs), the more likely you'll see micro-stuttering.
If the load distribution between CPU and GPU is balanced, there will be almost no micro-stuttering.
If the CPU is much slower than the GPUs, the games become CPU limited and SLI won't give you any...
Well, the answer is so easy I never figured that it would be a problem...
You do that by adding a one-time delay of 2 ms to the OTHER card. Then both cards are aligned again.
No, because in this scenario, you have to add the delay only ONCE. After that - if the GPU/CPU rendering times stay constant - there will be no stuttering, because the frames are spread out evenly.
There is no "somehow".
You can see it like this (each frame takes the same time to be...
Crossfire-AA doesn't have the micro stuttering problem because the cards render each frame sequentially, just like a single card. Both cards are just rendering the same frame with a small offset and the pictures are then blended together, resulting in the AA effect.
Crossfire-AA without AA...
The small tool I mentioned previously is not really a good solution due to various reasons. One of them being that its developer has disappeared completely and that no one but him has the source code.
It just measured the frame times and dynamically evened out the frames by adding a...
Yes, of course. I've already said that this algorithm has to be highly dynamic and that it's not so simple.
Anyway, the delay doesn't need to be added constantly, just every now and then.
If the scene is highly dynamic, the micro stuttering isn't much of an issue anway, because in such...
well, yeah, it should be fixable, but the algorithm has to take into account that the scenes usually are very dynamic. So it must not react on sudden changes in the rendering time, but still be fast enough to prohibit the stuttering if the scene remains stable for some time.
It's not really...
No, because even though on a single GPU system, the setup of the first two frames might be too close (because of the prerender) just like on a multi GPU system, the single GPU has to render those two frames in sequence, one after the other, and it requires about the same amount of time to render...
The point is that the primary cause of the micro stutters is the fact that the CPU need significantly less time to prepare a frame than the GPU needs to render it. The more even the load distribution is shared by the CPU and GPU, the less micro stuttering will be noticeable.
If the game is...
First of all... my name is actually Grestorn :)
This posting from nVNews that you've quoted was written when I was really frustrated.
Last time I checked (with one of the 174er drivers), it seemed that the checksum is no longer necessary for the DX10 SLI flags to work. Most likely, this...
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