We could just read the Fireaxis' thoughts on SFR, we don't need to make stuff up.
One of the less publicized advantages of AMD’s Mantle API is how it exposes explicit control over all GPUs in a machine to the game developer.
So what makes the most sense for Civilization: Beyond Earth? We believe that response time, the time between a user action and when that action is displayed on the screen, is one of the most important factors in providing a good user experience for gaming.
Current multi-GPU solutions are implemented in the driver, without knowledge of, or help from, the game rendering engine. With the limited information available drivers are almost forced to implement AFR, or Alternate Frame Rendering, which is an approach where individual frames are rendered entirely on a single GPU. By alternating the GPU used each frame, rendering for a given frame can be overlapped with rendering of previous frames, resulting in higher overall frame rates. The cost, however, is an extra frame of latency for each GPU past the first one. This means that AFR multi-GPU solutions have worse response time than a single GPU capable of similar frame rates.
In Civilization: Beyond Earth we have decided to go in a different direction. Rather than trying to maximize frame rates while lowering quality, we asked ourselves a question: How fast can we get a dual-GPU solution without lowering quality at all? In order to answer this question, we implemented a split-screen (SFR) multi-GPU solution for the Mantle version of the game. Unlike AFR, SFR breaks a single frame into multiple parts, one per GPU, and processes the parts in parallel, gathering them into the final image at the end of the frame. As you might expect, SFR has very different characteristics than AFR, and our choice was heavily motivated by our design of the Civilization rendering engine, which fits the more demanding requirements of SFR well. Playing the game with SFR enabled will provide exactly the same quality of experience as playing with a single, more powerful GPU.