Applying our methods to multi-GPU solutions
Our multi-GPU data comes from our review of the GeForce GTX 590. We'll start off with results from Bad Company 2 again, this time tested at a higher resolution more appropriate to these higher-end solutions.
Forgive me, but I'm about to throw a load at info at you, visualized in various ways. We'll begin with frame time plots, as we did on the last page. However, you'll notice that a number of those plots look kind of strange.
The frame time info for a number of the setups looks more like a cloud than a line, oddly enough. What's going on? Let's slide on those magnification glasses again and take a closer look.
|Here's the not-so-live video version of The TR Podcast 164||16|
|Here's what's cooking in Damage Labs||34|
|Deal of the week: An IPS ultra-wide for $420, plus cheap SSDs and more||30|
|Microsoft's quarterly revenue up 25% on strong Surface, Xbox sales||24|
|Assassin's Creed Unity PC requires 6GB of RAM, GTX 680||238|
|Join us as we attempt to live stream The TR Podcast tonight||13|
|Civ: Beyond Earth with Mantle aims to end multi-GPU microstuttering||75|
|CPU startup claims to achieve 3x IPC gains with VISC architecture||62|
|I just found this AMAZING trick! Call of Duty takes up 0GB if you just don't buy it!||+122|