Grupo Khronos anuncia el soporte de multiGPU de Vulkan en Windows 10, asi que juegos que usen VULKAN como API grafica podtran usar CrossFireX y SLI. Pero lamentablemente, el soporte multiGPU de vulkan no estara disponible para windows 7 ni 8|8.1, al menos por ahora.
https://www.khronos.org/assets/uploads/ ... update.pdfhttps://msdn.microsoft.com/en-us/window ... ay-adapter'Linked display adapter
La razon de esta restriccion es que por ahora Vulkan para el multiGPU utiliza el WDDM 2 [Windows Display Driver Model 2] y su funcion 'Linked display adapter ' el cual administyra el maopeo de la VRAM, aunque quien sabe, quiza en el futuro cercano tambien hagan que se utilize el WDDM 1 de windows 7 y 8|8.1 y sea el creador del juego el que se encargue de la administracion de la VRAM del multiGPU.
Aqui explican con mas detalle.
https://www.pcper.com/news/Graphics-Car ... PU-SupportOS Limitations of Vulkan Multi-GPU Supportby Scott Michaud
A couple of days ago, some sites have noticed a bullet point that claims Windows-based GPU drivers will need WDDM in “linked display adapter” mode for “Native multi-GPU support for NVIDIA SLI and AMD Crossfire platforms” on Vulkan. This note came from an official slide deck by the Khronos Group, which was published during the recent Game Developers Conference, GDC 2017. The concern is that “linked display adapter” mode is a part of WDDM 2.0, which is exclusive to Windows 10.
This is being interpreted as “Vulkan does not support multi-GPU under Windows 7 or 8.x”.
I reached out to the Khronos Group for clarification, but I’m fairly sure I know what this does (and doesn’t) mean. Rather than starting with a written out explanation in prose, I will summarize it into a table, below, outlining what is possible on each platform. I will then elaborate below that.
So the good news is that it’s possible for a game developer to support multi-GPU (through what DirectX 12 would call MDA) on Windows 7 and Windows 8.x; the bad news is that no-one might bother with the heavy lifting. Linked display adapters allow the developer to assume that all GPUs are roughly the same performance, have the same amount of usable memory, and can be accessed through a single driver interface. On top of these assumptions, device groups also hide some annoying and tedious work inside the graphics driver, like producing a texture on one graphics card and quickly giving it to another GPU for rendering.
Basically, if the developer will go through the trouble of supporting AMD + NVIDIA or discrete GPU + integrated GPU systems, then they can support Windows 7 / 8.x in multi-GPU as well. Otherwise? Your extra GPUs will be sitting out unless you switch to DirectX 11 or OpenGL (or you use it for video encoding or something else outside the game).
On the other hand, this limitation might pressure some developers to support unlinked multi-GPU configurations. There are some interesting possibilities, including post-processing, GPGPU tasks like AI visibility and physics, and so forth, which might be ignored in titles whose developers were seduced by the simplicity of device groups. On the whole, device groups was apparently a high-priority request by game developers, and its inclusion will lead to more multi-GPU content. Developers who can justify doing it themselves, though, now have another reason to bother re-inventing a few wheels.
Or... you could just use Linux. That works, too.
Again, we are still waiting on the Khronos Group to confirm this story.
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