![]() Unsupported titles would often scale poorly, not at all, or even negatively. the people who were most likely to actually be using or benchmarking multi-GPU setups then? Not sure what you're implying by calling the lack of support a myth. You'd need twice the FPS to get similar frame latency to a single GPU running the same content, for example. It worked, at best, but frametimes were all over the place. Its inefficiency is only compensated by the fact you could buy lower tier hardware to get higher tier performance, but as a technology on its own, it really wasn't ever a great thing that worked very well. Meanwhile, while both Nvidia and AMD pushed on their multi GPU solutions one last time, they also started phasing out SLI fingers and support slowly but surely. By that moment, SLI/Xfire should have been carried entirely by the market and its demand. Along with DX12 we got mGPU, which would push support for a more hardware-agnostic form of multi GPU but was left to implementation by individual developers. CPU performance for example has been problematic for gaming for a long time, multicore scaling was a problem. We got pretty far, but there were other demands in the market as well. The fundamental issues with SLI and Crossfire were never truly fixed. ![]()
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