CF/SLI is not a simple checkbox. You have to design the whole engine with this feature in mind. Many devs think it's not worth it for such a small niche.
This is a huge hyperbole that I am starting to see on this forum. Can you compile a list of all major 2010-2015 AAA PC games that do not have working CF/SLI vs. those which do?
I think some people in this thread are confusing not working CF/SLI on Day 1 or even a month from release vs. ever.
The 2015 games that have had the most issues were either made by incompetent developers (AC Unity/Syndicate/Watch Dogs/FC4, etc. -> Ubisoft is not an epitome of a firm that can optimize many games well), Japanese developers who have little to no experience making PC games (MGS V, Dead or Alive 5, Toukiden Kiwami), developers who outsourced the PC port to some incompetent 3rd party (Batman Arkham Knight).
Every hour used on working on workarounds to make CF/SLI possible is not spend on features/optimization everybody can use.
This works in theory but not in the real world.
There is no evidence at all to prove that developers who have working SLI/CF in games develop less optimized games than those developers who decided to forego SLI/CF optimizations/support by focusing their efforts on single GPUs. In fact, it's actually the
opposite. Almost all of the worst optimized games of 2015 were the ones which did
NOT have proper/working SLI/CF support to begin with!
Yes, and being SLI/CF compatible would also restrict you from using optimizations that would work otherwise.
Is that why the best looking PC game of 2015 is also the best optimized?
SW:BF says hi.
Tell me which of the major game engines do not support CF/SLI.
Not many compared to the ones that do.
Exactly. Your post nails it. Even facts don't even support this thread unless they are specifically talking about Day 1/close to launch SLI/CF support.
In non-CPU limited situations:
Nano has
64% scaling
R9 295X2/R9 290X has
77% scaling
GTX970 SLI has
78% scaling
This thread is like the biggest FUD campaign against multi-GPUs because of recent poorly optimized trash like JC3, FO4 and Batman AK?
Well made games that target the PC as one of the main platforms do have proper SLI/CF support.
It's funny that the games with the most broken SLI/CF support are either broken GWs titles or games where
the developer targets consoles first, PC is secondary to them.
Why in the world would games like JC3, Black Ops 3, Batman AK, AC Syndciate have proper SLI/CF support out of the box? Those games are made for consoles and the primary target market IS console gamers. That just tells us some developers do not view PC gaming as a key platform.
DX12 let's developers control multiple GPUs, but it doesn't make it automatic. It's now entirely in the hands of the game developers, who may decide that the financial benefit of adding support won't outweigh the cost.
Outside of UE4 games that won't support multi-GPUs, unless things change, your statement is pure conjecture. What you are talking about mostly applies to the same developers who had broken/poor CF/SLI support even under DX11.
When 2008 games like Crysis Warhead had proper SLI/CF support:
And then
2015 "PC" games that look worse run and have SLI/CF issues, with magic 40-50% performance boosts out of the blue, all that tells me is that some programmers/developers just do not know how to make well-optimized next gen PC games.
CF/SLI will always have issues since it's more complex, but using DX12 is more complex argument to not include CF/SLI support when it's already been shown that you can pair an AMD + NV card under DX12 is some excuse alright. Some developers should just come out and say it - we do not care about PC gaming or don't have the budget to care enough to spend the resources.
What are you going to say when some next gen DX12 PC games have SLI/CF support (not using UE4 engines) but others won't? Especially right now when almost all of the best looking PC games released in the last 5 years have SLI/CF support.