NVIDIA Ends SLI Support and is Transitioning to Native Game Integrations (read terminated)
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ruthan
Its still better than crossfire 🙂
BTW only real way is integrate it in Unreal engine, after that all other engine would have to keep up.. Last really good sli was with Voodoo 2.
alanm
On the plus side we wont have complainers in the drivers section whining about SLI driver issues.
tsunami231
it was always gona happen, I sure people will not like this though. honestly I never like SLI great when work usual but most time it as more trouble then it worth, maybe that will change now that game cause use natively providing the dev implents for there game in way that it works BEST for there own game
JamesSneed
JamesSneed
Frankly I think they are dropping support now as they need to work on drivers for there next generation MCM approach.
fantaskarsef
Now it comes down to the devs of the engines themselves to offer a "kit" to implement for game devs. And the GPU companies would be wise to invest some of their power to work on something like such a kit with the engine devs.
H83
Fierce Guppy
EspHack
I wonder if cpu bottlenecks is what killed SLI, GPUs keep improving like crazy whereas CPUs, other than core count, have barely moved since sandy bridge, just look at this https://www.guru3d.com/articles-pages/core-i7-multi-gpu-sli-crossfire-game-performance-review,7.html
at the end of the day, driver issues would not stop enthusiasts if there was a performance benefit to be had
vbetts
Moderator
brogadget
I was very disappointed by FS2020 weak performance, hoping SLI may help, especially when using multi-display setups. Now with the pruchase of arm in mind, nvidia is resettling its position. In the near future, I believe, we don´t need so much graphics power anymore, because all the compute power will come from the cloud. Nvidia with its Virtual GPU solutions and cloud services already is providing its compute power for content creators and developers. So only the basic tasks will be done on your workstation GPU(s), Xbox-X, PS7 or PS8, the rest will be streamed. Therfore a fast internetconnection will be more important than powerful client graphic cards. FS2020 is a very first step from Microsoft Azure in this direction. In future the whole world will be calculated "outside" and then streamed to the Multiplayer enviroment.
Astyanax
SLI can't fix CPU bottlenecks.
rl66
Aura89
Astyanax
https://www.techpowerup.com/img/S0784zQZNB66wveX.jpg
https://cdn.videocardz.com/1/2020/06/NVIDIA-GeForce-RTX-3080.jpg
the nvlink cover was visible in the preproduction 3080 pics.
Kool64
Ahh the gold old days of the 8800GTX GTx295 and my 660tis is finally over. Though I had planned to get a second 295 back in the day.
Andrew LB
Sixtyfps
What about nvelink ?
Matrices4
It amazes me you even need to have SLI enabled in the drivers at all for DirectX 12 and Vulkan, when those APIs use explicit multi-GPU, where the API and the engine have control over the multi-GPU scaling, and not the drivers like was the case with DirectX 11 and OpenGL, which all utilized implicit multi-GPU, where drivers did all the heavy lifting. You don't even need an SLI bridge, technically, to get them working, but only Ashes of the Singularity, Strange Brigade, and possibly Shadow of the Tomb Raider has implemented explicit, heterogenous/multi-display adapter mode to allow multi-GPU without the need for an SLI/NVLink bridge, or SLI needing to be enabled in the drivers, when the DX12/VK API is responsible for all the heavy lifting and not the drivers.
Slammy
Well that sucks, i loved SLI. Never had an issue with it and it always just worked for me. I had SLI for just about every generation ever since it was available starting with my 7800 GTX, 8800 GTS, GTX 260 core 216, GTX 570, GTX 780. The 10 series was the first time in YEARS i had went with a single GPU and i wasnt happy about it because i was afraid i wouldnt get the level of performance i was used to. I had to go from the regular 1080 to the Ti to get it to run where i felt happy with the performance. RIP old friend, it was fun!