GLSL performance with Nvidia SLI


My application performance is mainly affected by what I’m doing in my shaders. These shaders really do a very large amount of work (maths, access the whole GPU memory and so on).

I use low resolutions most of the time (800x600 for instance).

Does GLSL scale up well with SLI in this situation?

If I were to use transform feedback for instance, disabling rasterization, would I see a good increase in performance with SLI (2X?), assuming I am processing a huge amount of vertex data ?


It’d be worth detailing a bit more about what you’re doing in your shader. The “access the whole GPU memory” thing especially. Generally speaking, GPUs are not so good at this if you’re spending a large portion of your time waiting on random memory reads to come back. If so, worth considering if you can refactor your problem to increase locality of reference.

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.