http://www.techreport.com/etc/2005q2/ati-crossfire/index.x?pg=1
So much for "Catalyst AI" making on the fly evaluations of what works best with games- the only difference between this and SLI is that SLIs default fall back for a non profiled game is single card, Crossfire has tiling for D3d or Scissors for OpenGL. (BTW- you can set the default mode for SLI with Coolbits enabled as well)
What about ATIs scissor mode? I've heard that it's not the same as SLIs-
I got this info directly from nVidia, so I have no link.
In any case, I find it amusing that ATI is trying to lead us to believe their is some behind the scenes evaluation of each game going on, where it's really just a. looking for a profile b. if not finding one defaulting to tile or scissors based on whether the app is OpenGL or D3d. (bear in mind defaulting to a mode doesn't guarantee it offers benefit or works well)
After talking to ATI's Catalyst driver team, we learned that although CrossFire's Direct3D and OpenGL defaults allow it to accelerate any application, the drivers will also ship with application-specific profiles. These profiles generally use Alternate Frame Rendering, which apparently offers better performance than superTiling or scissor modes. However, AFR apparently can't be blindly enabled without the danger of causing display corruption or stability problems, so scissor and supertiling modes provide good fallback positions for games that lack AFR profiles.
So much for "Catalyst AI" making on the fly evaluations of what works best with games- the only difference between this and SLI is that SLIs default fall back for a non profiled game is single card, Crossfire has tiling for D3d or Scissors for OpenGL. (BTW- you can set the default mode for SLI with Coolbits enabled as well)
What about ATIs scissor mode? I've heard that it's not the same as SLIs-
The ATI SFR mode can split the frame horizontally or vertically but it is not dynamic. In other words, ATI drivers predetermine the split. On SLI, we can dynamically shift the split to even out the balance in real-time based on varying dynamic workload across both SLI cards.
I got this info directly from nVidia, so I have no link.
In any case, I find it amusing that ATI is trying to lead us to believe their is some behind the scenes evaluation of each game going on, where it's really just a. looking for a profile b. if not finding one defaulting to tile or scissors based on whether the app is OpenGL or D3d. (bear in mind defaulting to a mode doesn't guarantee it offers benefit or works well)
