在现代多gpu系统上缩放3D游戏引擎工作负载

Jordi Roca Monfort, Mark Grossman
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引用次数: 18

摘要

这项工作假设了在商品多gpu系统上运行的3D游戏工作负载的首次尝试。根据所使用的渲染工作负载平衡模式,由于渲染到纹理导致的帧内和帧间依赖关系需要大量同步,这可能会显著影响多个gpu的可伸缩性。本文使用了一种名为EMPATHY的专有分析工具,对一组流行的DX9游戏进行了经典的分帧和交替帧渲染模式以及支持4个以上gpu的组合模式的性能评估。我们还评估了早期复制和并发更新技术的应用,作为渲染到纹理表面的延迟表面复制的替代方案,在某些工作负载上显示了48%的改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scaling of 3D game engine workloads on modern multi-GPU systems
This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture require a number of synchronizations that can significantly impact the scalability with multiple GPUs. In this paper, a proprietary analytical tool called EMPATHY has been used to evaluate, for a set popular DX9 games, the performance of both classic split frame and alternate frame rendering modes as well as combined modes supporting more than 4 GPUs. We have also evaluated the application of the early copy and concurrent update techniques together as alternative to delayed surface copy of render-to-texture surfaces, showing a 48% percent improvement for some workloads.
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