Here's what I've compiled about SLI and CF form two websites to know about these two a little bit better - I know it's not perfect but it will give us some clear idea for sure :
First Cross Fire :
Crossfire system comes with 3 ways of splitting the workload :
AFR - Alternate Frame Rendering.
Alternate frame rendering is also a technique that Nvidia's SLI can use. AFR is as simple as it sounds. One frame is fully rendered by one card while the second card is already working on the next frame before switching back again. This can almost double performance upto the point where the work on one frame becomes two much and then other modes become more useful. Also some games cannot use AFR as each frame can be dependent on the frame before it, therefore frame 2 cannot be rendered until frame 1 has been completed, defeating the object of AFR entirely. I a crossfire system I would recommend using Radeon cards capable of running the frame rate on there own adequately or this system becomes less efficient.
Be aware that you require one of each type to make this work and they must be from the same range i.e. both X800's. However unlike Nvidia's solution you can mix and match varieties of these cards. For example you can pair a X800 XT Crossfire edition with a standard X800 pro. You wont see as much benefit as having two X800 XT's but it is possible and could help some people with lower speed X800 / X850 cards.
Supertiling
Supertiling is exclusive to ATI, Nvidia doesn't have a solution similar to this in their SLI technology. Supertiling shares the workload of a frame between the two graphics cards by splitting it up in the form of a chess board. Tile one is sent to the first graphics card for processing, tile two is sent to the second graphics card, then tile 3 is sent to the first card again and so on until the frame is fully rendered.
Supertiling sounds like a very complex method of splitting up a screen but take this as an example, the traditional method is to split the screen in half horizontally. The top half of the screen is sent to the first graphics card and the bottom half is sent to the second graphics card. Supertiling does not support OpenGL and it doesn't give optimal performance all the time.
Scissor Frame Rendering (SFR)
Scissor frame rendering or SFR is very similar to the original method of SLI and Nvidia's Split Frame Rendering. SFR is the basic cut the screen in half and send half to the one graphics card and half to the other. There are some differences however between the original voodoo 2 SLI, Nvidia's Split Frame Rendering and ATI's Scissor Frame Rendering.
The original SLI simple cut the frame in half, no mathematics was required no calculations just cut in half and sent to two graphics cards. Nvidia's solution is the same but has a dynamic load calculation built in. It does not necessarily split the screen 50/50. It will calculate the load at the top of the frame and the bottom and split the frame accordingly.
ATI's solution is a little bit of both of the above. The screen is not always split 50/50 but its not calculated on the fly. This can save some calculations free up more clock cycles but can cause a slight drop from optimal efficiency. The load is set by the application / game and that value is fixed throughout the session. So if the screen is split 60 / 40 then that is how it will stay. The main advantage of the ATI solution here is that it can split the screen horizontally like the others, but also vertically. If splitting the screen vertically would give better results
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Now SLi :
The graphics memory is NOT doubled in SLI mode. If you have two 128MB graphics cards, you do NOT have an effective 256MB. Most of the games operate in AFR (alternate frame rendering). The first card renders one full frame and then the next card renders the next frame and so on. If you picture SLI working in this way it is easy to see that each frame only has 128MB of memory to work with.
If you feel you need 256MB or even 512MB of graphics memory for certain games, then you need to make sure that each card has that much memory. Also keep in mind that if you mix a 128MB GeForce 6600GT with a 256MB GeForce 6600GT that BOTH cards will operate with 128MB of graphics memory (the lowest common memory size of the two cards).
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