Multi-Card Graphics Problems, And A Solution: Nvidia's FCAT


V_R

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Even now, the industry measures rendered frames per second using software-based tools like Fraps and in-game counters that capture frames from the graphics card's memory every second. On the surface, that sounds like a great way to generate accurate data.

The problem is that there can be a significant disconnect between the game engine's output and what you see on your monitor. And, when you move beyond the issues that might affect a single-GPU setup and start considering the complexity of multiple graphics processors working cooperatively, two additional variables surface, affecting your experience: dropped frames and what Nvidia is introducing to us as runt frames.

Briefly, even after a frame is loaded into memory, there's still a lot of work that goes on in the graphics pipeline; this takes time. As a result, some frames are dropped before they ever show up on-screen. Other frames show up, but only on a very small part of the screen. Nvidia's definition of a runt is any frame that shows up on fewer than 21 scan lines on a monitor.
Read the full article at Tom's Hardware
 
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muckshifter

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I haven't read the article, but I remember borrowing a dual graphics card that actually halved the frame rate in my games ... :lol:

I'll take a peek in a bit. :)
 

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