The problem with both Crossfire and Eyefinity is that if the game dev didn't care enough to do it on their own, having AMD bug them about it isn't going to make them care any more. And the majority of the problem lies in the game code, especially for eyefinity, but to a great degree for Crossfire too. The reason they dont do it is that there wasn't a good economic rationale in their eyes, and that doesn't change post-release (in fact, they probably care even less post release)
There's just no way to cleanly, after-the-fact in drivers without game dev cooperation, AFR-ify all these popular and good looking new lighting techniques that reuse data from frame to frame. As well as the mass exodus to deferred rendering.
The change to DX12 multi adapter is well overdue.
They seem to be able to sort these issues out in a month after release. Makes you wonder why this process isn't happening in the month just prior to release instead...
There's just no way to cleanly, after-the-fact in drivers without game dev cooperation, AFR-ify all these popular and good looking new lighting techniques that reuse data from frame to frame. As well as the mass exodus to deferred rendering.
The change to DX12 multi adapter is well overdue.
They seem to be able to sort these issues out in a month after release. Makes you wonder why this process isn't happening in the month just prior to release instead...
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