Working SLI profile :D

As the title says, after a little messing around I have found a way to get SLI working for NVIDIA users by using NVIDIA Inspector

DX10/11 bits: 0x080200F5 (Max Payne 3)

Predefined mode DX10/11: 0x00000004 SLI_PREDEFINED_MODE_DX10_FORCE_SFR - (I chose SFR as when I use AFR & AFR2 I see shadow flickering)

EDIT: Can use AFR or AFR2 too, at the time of posting, I didn't realise my SLI bridge was loose and causing flickering not the rendering mode

The setting for how many GPUs to use is up to you.

When using the above settings at 1920x1080 at High settings I get well over 60fps and at 3840x2160 at High settings I get between 40-60fps which isn't bad considering I'm using 2xGTX970s and SLI isn't officially supported yet. Most SLI users should know how to change the bits and rendering mode, but if anyone needs help, I'll happily explain how to apply the bits to the profile.

ENJOY! [big grin]
 
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Brett C

Frontier
Please note that if you attempt this, this is not officially supported by us here at Frontier. If this method functions, then it functions... and if it doesn't work... we won't be able to help too much - if at all. [happy][up]
 
Morning Postal,

I'd like to try this out, see if I can improve upon my 24 fps with 2001 guests in my park. I usually only select SLI mode in Nvidia Control Panel and am not familiar with Inspector, so could you help me out with the bits and rendering mode? Would be much appreciated. I understand the DirectX changes via the pull down menus. Thanks!

(Laptop i7-4900MQ, 16GB DDR3, GTX 970M SLI)
 
Please note that if you attempt this, this is not officially supported by us here at Frontier. If this method functions, then it functions... and if it doesn't work... we won't be able to help too much - if at all. [happy][up]

What he said [up]

In reply to Curlyriff & grcstar, I have to pop out for the day now, but when I get home tonight I'll hop on and type up a little guide for you, I'll try and keep it simple when I do get around to it
 
Morning Postal,

I'd like to try this out, see if I can improve upon my 24 fps with 2001 guests in my park. I usually only select SLI mode in Nvidia Control Panel and am not familiar with Inspector, so could you help me out with the bits and rendering mode? Would be much appreciated. I understand the DirectX changes via the pull down menus. Thanks!

(Laptop i7-4900MQ, 16GB DDR3, GTX 970M SLI)

the frame rate issue with large parks and high guests has been noted to be a CPU bottleneck, chances are it wont help much.

and as far as i know SFR is an old render mode used in DX9 or older, AFR has been what Nvidia has been using since. (or more of a hybrid of AFR really) SFR can be forced with modern hardware but the results are usually worse than a single card, and if its better, it isnt much of a change.

But hey if its working out for him, might be something to test for sure.
 
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the frame rate issue with large parks and high guests has been noted to be a CPU bottleneck, chances are it wont help much.

and as far as i know SFR is an old render mode used in DX9 or older, AFR has been what Nvidia has been using since. (or more of a hybrid of AFR really) SFR can be forced with modern hardware but the results are usually worse than a single card, and if its better, it isnt much of a change.

SFR recenly seems to have decent performance on newer games, similar to that of AFR, which you can actually use too, turns out my SLI bridge was loose and I'm updating the original post now
 
What he said [up]

In reply to Curlyriff & grcstar, I have to pop out for the day now, but when I get home tonight I'll hop on and type up a little guide for you, I'll try and keep it simple when I do get around to it

No problem. Any help appreciated. I can overclock and all that fine just never needed to play with profiles as always been happy with performance but since this seems to work nicely on your end am willing to give it a go [happy]

Please note that if you attempt this, this is not officially supported by us here at Frontier. If this method functions, then it functions... and if it doesn't work... we won't be able to help too much - if at all.

Brett, that's not a problem. Am sure if there are any issues it will be easy enough to remove said profile and be back to normal. Thank you for clarifying though. [happy]
 
I think dx12 is a huge missed opportunity. It works great in ashes of the singularity. Let's the developer control multicard setups. Takes slow Nvidea out the loop.
 
I tried this last night - aside from a crash that locked the system up (whilst placing an entrance on the Magic Twirl Ride) it ran much more smoothly.

I run my games in DSR (3840x1620 Resolution) and I was getting a solid 60fps with Vsync on.

Thanks for the info!
 
I think dx12 is a huge missed opportunity. It works great in ashes of the singularity. Let's the developer control multicard setups. Takes slow Nvidea out the loop.

Slow Nvidia out the loop? What you mean. As in release of SLI profiles? Neither vendor are all that useful at this but I do feel that Nvidia do a reasonable job at this most the time.

- - - - - Additional Content Posted / Auto Merge - - - - -

SFR recenly seems to have decent performance on newer games, similar to that of AFR, which you can actually use too, turns out my SLI bridge was loose and I'm updating the original post now

Postal,

Is their any chance of that guide on what to do to get this working. Am hoping to give this ago at weekend.

Regards,

Adam
 
I think dx12 is a huge missed opportunity. It works great in ashes of the singularity. Let's the developer control multicard setups. Takes slow Nvidea out the loop.

I would agree, DX12 would have been amazing for this game. Moreso with Nvidias new 1000 series that doubles it's FPS over the 900 series GPUs and completey mocks the AMD cards [haha]
 
Meh on the DX12. It is a lot of work the developers need to do from ground up and means a lot of back end work. With this already on the cards with their own engine I can see why DX12 has not been mentioned/worked on for this release unless it was pushed back to mid 2017.

It may well be that the next game they produce does start with DX12 development though.
 

AndyC1

A
We're working really hard to push DirectX 11. This means people with Windows 7, 8 or 8.1 will get the best performance possible. DirectX 12 is a really interesting new API, but it does require things to be done significantly differently in order to perform well - this would make it harder to switch between 11 for previous windows versions and 12 for Windows 10. We feel the effort and energy is better spent driving DirectX 11 well (we're doing some really cool things "under the hood" in Cobra to make this happen) which will give better performance for all. At the moment the profiling data we have suggests that driver overhead isn't our limiting factor, so a switch to DX 12 would not immediately lead to better performance.

Cheers

Andy
 
We're working really hard to push DirectX 11. This means people with Windows 7, 8 or 8.1 will get the best performance possible. DirectX 12 is a really interesting new API, but it does require things to be done significantly differently in order to perform well - this would make it harder to switch between 11 for previous windows versions and 12 for Windows 10. We feel the effort and energy is better spent driving DirectX 11 well (we're doing some really cool things "under the hood" in Cobra to make this happen) which will give better performance for all. At the moment the profiling data we have suggests that driver overhead isn't our limiting factor, so a switch to DX 12 would not immediately lead to better performance.

Cheers

Andy

Andy,

Cheers for the brilliant post to confirm. It clarifies what my thoughts were and confirms all the reports other dev teams have stated really.

Regards,

Adam
 
We're working really hard to push DirectX 11. This means people with Windows 7, 8 or 8.1 will get the best performance possible. DirectX 12 is a really interesting new API, but it does require things to be done significantly differently in order to perform well - this would make it harder to switch between 11 for previous windows versions and 12 for Windows 10. We feel the effort and energy is better spent driving DirectX 11 well (we're doing some really cool things "under the hood" in Cobra to make this happen) which will give better performance for all. At the moment the profiling data we have suggests that driver overhead isn't our limiting factor, so a switch to DX 12 would not immediately lead to better performance.

Cheers

Andy

I'd like to say thanks for taking the time to explain in detail that you are looking at it, and are thinking about it ^_^!
I would also like to add that dx12 or vulkan would solve any crossfire/SLI and its scaling through multi-adapter technology ( which would make for a better way that crossfire and sli ever could, and allow cross vendor multi-gpu setups) :D that would be something cool to consider even if it isn't driver overhead limited
 
I'd like to say thanks for taking the time to explain in detail that you are looking at it, and are thinking about it ^_^!
I would also like to add that dx12 or vulkan would solve any crossfire/SLI and its scaling through multi-adapter technology ( which would make for a better way that crossfire and sli ever could, and allow cross vendor multi-gpu setups) :D that would be something cool to consider even if it isn't driver overhead limited

Not sure anywhere it suggests Frontier are looking at it directly at this time. Rather they have checked it and decided that with their Cobra engine they will be going DX11 only at this time and working under the hood to do as much as possible to maximise what DX11 offers.

And neither DX12 or Vulkan solve the Xfire/SLI scaling directly. That would just mean that the dev team have to work to make sure they are providing the ability for it to scale fully. xfire and sli if worked on by both parties involved was always able to scale well but it takes time, resources and money which is why it doesn't work on all.

In regards to DX12 Multi Adaptor I do not see Nvidia and AMD allowing each other to be linked in honesty and feel that this will be locked out come driver updates. The intel with either vendor on the other hand I don't see as much of an issue and may help in the long run if devs get to grips with this technology.

It should be noted that for instance Square Enix have been working on this since 2012 to get to where they are now.

Regards,

Adam
 
Not sure anywhere it suggests Frontier are looking at it directly at this time. Rather they have checked it and decided that with their Cobra engine they will be going DX11 only at this time and working under the hood to do as much as possible to maximise what DX11 offers.

And neither DX12 or Vulkan solve the Xfire/SLI scaling directly. That would just mean that the dev team have to work to make sure they are providing the ability for it to scale fully. xfire and sli if worked on by both parties involved was always able to scale well but it takes time, resources and money which is why it doesn't work on all.

In regards to DX12 Multi Adaptor I do not see Nvidia and AMD allowing each other to be linked in honesty and feel that this will be locked out come driver updates. The intel with either vendor on the other hand I don't see as much of an issue and may help in the long run if devs get to grips with this technology.

It should be noted that for instance Square Enix have been working on this since 2012 to get to where they are now.

Regards,

Adam

multi-gpu would be up to the developer instead of vendor (which is what the game developer community as a whole been asking for)
crossfire and sli will be outdated and an inefficient way of multi-gpu rendering.
also for the amd and nvidia working at the same time http://www.pcgamesn.com/ashes-of-th...ia-and-amd-cards-now-work-together-in-harmony

it's a whole new thing that is awesome :)
 
multi-gpu would be up to the developer instead of vendor (which is what the game developer community as a whole been asking for)
crossfire and sli will be outdated and an inefficient way of multi-gpu rendering.
also for the amd and nvidia working at the same time http://www.pcgamesn.com/ashes-of-th...ia-and-amd-cards-now-work-together-in-harmony

it's a whole new thing that is awesome :)

Oh I know about Ashes but that is limited and honestly if you believe that they will play ball with each other later I would be super surprised. It has also been demo'd with Hitman and Square Enix but they have already said it was way complicated and too much to do on all games and they may well only implement on their top end AAA titles.

I know that it is down to the dev team, that's what I just stated. What I am not hearing back from Dev's I have spoken too or information I have read is that Dev teams want this extra work load. There are a few larger companies that are on it but most are not bothered and the smaller indie developers have already suggested they wont because of the resources needed to make this work.

Other devs are talking about dropping DX11 completely as they either need to do DX11 ot DX12. This would mean that everyone is going to need to be on W10 and have newer GPU's to play so this seems will divide depending on what you play and which developer you listen too.
 
Oh I know about Ashes but that is limited and honestly if you believe that they will play ball with each other later I would be super surprised. It has also been demo'd with Hitman and Square Enix but they have already said it was way complicated and too much to do on all games and they may well only implement on their top end AAA titles.

I know that it is down to the dev team, that's what I just stated. What I am not hearing back from Dev's I have spoken too or information I have read is that Dev teams want this extra work load. There are a few larger companies that are on it but most are not bothered and the smaller indie developers have already suggested they wont because of the resources needed to make this work.

Other devs are talking about dropping DX11 completely as they either need to do DX11 ot DX12. This would mean that everyone is going to need to be on W10 and have newer GPU's to play so this seems will divide depending on what you play and which developer you listen too.

that is the exact reason I like vulkan so much :) all the low overhead principle of dx12 but for a bigger audience, linux, windows vista~10 and mac (eventhough that bassically is linux) which is why I hope vulkan adoption rate will be bigger than dx12 (it is also easier to port from dx12 to vulkan and around compared to dx11 to dx12/vulkan) :D

(I'm alsol pro-vendor neutrallity. which amd is, and nvidia never will become as they keep things to themselves a lot :c )
 
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