Hi, Jason

It's a GPU issue.
I just want to verify the scalability of multi-GPU in windows, and the
answer is disappointing.
Few NVIDIA GPU cards support GPU-affinity in Windows, and SLI mode is the
only way to use multi-cards.
In fact, Windows NVidia driver will try to send OpenGL cammands to all GPU
when SLI model disabled.

In linux, the default behavior is each GPU is bind to a screen.

On Mon, Jun 25, 2012 at 10:18 PM, Jason Daly <[email protected]> wrote:

> On 06/25/2012 12:59 AM, GeeKer Wang wrote:
>
>> Hi, all
>>
>> I want to use two GTS 250 cards to do the parallel rendering job based on
>> OpenSceneGraph。
>>
>> In my experiment, a scene full of complex models is split to 2 parts
>> according to viewport。
>> The 2 parts are rendered in seperated windows (actually two slaves).
>> I hope the LEFT part is rendered in the first screen and by the first
>> GPU, and the RIGHT part in the second screen and by the second GPU。
>> The results are a little wierd and disappointing.
>>
>
>
>
> Hi, Bob,
>
> The additional card will only help if your application is GPU-bound (that
> is, waiting on the GPU to finish rendering a frame before the next can
> start).  Another possibility is that it is CPU bound (the CPU is taking
> most of the time and the GPU is waiting on it), and another is that it is
> interconnect bound (the bus between the CPU or RAM and the GPU is the
> bottleneck).
>
> Just adding another card will not help if you're CPU-bound or interconnect
> bound, and it can actually make things worse if your scene isn't set up in
> an optimal way.  You might end up trying to cram twice the amount of data
> down the bus in order to try and keep both GPUs fed, and this will kill
> performance even more than with a single card.
>
> One quick fix you can try is to run the osgUtil::Optimizer on your scene
> with the option "VERTEX_PRETRANSFORM | INDEX_MESH | VERTEX_POSTTRANSFORM".
>  This will optimize the vertex data for the vertex cache common on modern
> GPUs, and may help with bus bandwidth.  The other key is to be sure that
> your scene is organized and subdivided spatially, so that when you're
> viewing the scene, you don't end up duplicating draw calls across the GPUs.
>
> Hope this helps,
>
> --"J"
>
>
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-- 
Bob
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