At GTC 2018, Walt Disney Imagineering unveiled a work-in-progress clip of their upcoming Star Wars: Galaxy’s Edge attraction, which is expected to launch next year at Disneyland and Walt Disney World Resort. The cool part about this ride is that it will be using Unreal Engine 4 with eight, GP102-based Quadro P6000 graphics cards. NVIDIA also reports that Disney has donated the code back to Epic Games to help them with their multi-GPU scaling in general – a win for us consumers… in a more limited fashion.
See? SLI doesn’t need to be limited to two cards if you have a market cap of $100 billion USD.
Another interesting angle to this story is how typical PC components are contributing to these large experiences. Sure, Quadro hardware isn’t exactly cheap, but it can be purchased through typical retail channels and it allows the company to focus their engineering time elsewhere.
Ironically, this also comes about two decades after location-based entertainment started to decline… but, you know, it’s Disneyland and Disney World. They’re fine.
How does 3rd part show the
How does 3rd part show the creators of the engine how to add support lol.
$100 billion USD
$100 billion USD
lol
The more literal answer
lol
The more literal answer is that everyone gets full source code access to Unreal Engine 4. If they add a feature that the original developer didn't have time to investigate, they can submit a pull request, contact the developers, etc. to help them re-integrate it back into the main branch.
So this is SLI and not DX12
So this is SLI and not DX12 Explicit Multi-GPU adaptor with the GPU load balancing done via the DX12 graphics API under the game’s/gaming engine’s control. Maybe Diznee can afford to hire the proper programmers to get the code/middleware to take full advantage of any number of GPUs. And Vulkan’s API also supports Milti-GPU, but only for GPU’s of the same type currently, DX12 supports Heterogeneous Multi-GPU of any make model GPU. Khronos has got some catching up to do with Vulkan but at least both of the latest Graphics APIs do support Multi-GPU that’s not dependent on CF/SLI.
And also in the news(1) some middleware to make it easier for some non GPU programmers to make use of Vulkan.
“AMD’s GPUOpen group in cooperation with Khronos today is announcing V-EZ, a new project of theirs designed to make the barrier to entry for the Vulkan graphics API lower. V-EZ provides a middleware layer and simplified API for making it easier to get started with Vulkan development.
V-EZ provides an “easy mode” to Vulkan by reducing the amount of boilerplate code to get started with Vulkan development and making the API easier/simpler to understand by new developers.” (1)
So that should help the non Vulkan experienced programmers get up to speed. Should be good for helping those OpenGL programmers who are not used to full GPU metal programming.
There have been plenty of interesting announcments over at Phoronix lately the past few weeks.
(1)
“V-EZ: AMD Releases New Easy-To-Use Vulkan Middleware, Simplified API
Written by Michael Larabel 26 March 2018 at 09:58 AM EDT”
https://www.phoronix.com/scan.php?page=news_item&px=AMD-GPUOpen-V-EZ
Nvidia probably wants to hold
Nvidia probably wants to hold back multi-GPU support for now, since it would probably help AMD. Same as DX12 and Vulkan support. This situation is getting ridiculous with Nvidia taking control of card vendor’s brand names to cut AMD out. I would hope the card vendors themselves would not like Nvidia being in a position to take such control.
What does any of this
What does any of this gibberish have anything to do with Disney using 8 GPUs in UE4? Just make the only useful contribution to humanity that you ever possibly can: STOP BREATHING!
GPU is graphics processing
GPU is graphics processing unit that controls all the graphical thing of a system. So, in any case, this unit getting corrupted then you have to solve it, For any help visit this site :
https://applesupportnumber.net/apple-support-uk/