Graphics is infinitely parallel. There is always more work that can be done, and the work can be broken up into millions of completely independent operations. This is very different than most tasks we see done on the CPU that don't scale quite as easily with the number of cores. While we might see small improvements by adding another CPU, we can see nearly double the performance by doubling the number of processors in a graphics card (as long as there are no other bottlenecks anyway). This fact is why AMD and NVIDIA have invested so much money into their respective multiGPU solutions (CrossFire and SLI respectively).
MultiGPU solutions have been around for a few years now, and while we frequently include single card multiGPU solutions in our reviews, we only occasionally take an in depth look at multiGPU technology. Some time has passed since the last time we studied the issue, and now that we've fully broken in our Core i7 system, 64-bit Vista, and recent graphics drivers, it's time to get to it.
Over the past few weeks we've been benchmarking and analyzing lots of numbers. We've looked at single, two, three and four GPU systems across multiple games and resolutions. The configurations we chose to look at are current generation high-ish end hardware capable of operation in 3-way and 4-way configurations. Because of the sheer volume of data we collected, we've decided to break up our analysis into multiple articles.
This first article (the one you're reading right now) will cover single and dual GPU configurations (including single card multiGPU hardware). The next article will add 3-way solutions along with comparisons back to single and dual GPU setups. The final article will add in 4-way performance analysis and compare it back to the single, dual and 3-way data. Splitting up the analysis this way will allow us to dive deep into each type of configuration individually without spreading the content too thin. We can keep focus on a specific aspect of multiGPU performance and scaling while still making all the relevant comparisons.
The initial installment also introduces the Sapphire Radeon HD 4850 X2 2GB. Though we expected AMD to push the 4850 X2 out in the same way they launched the 4870 X2, we've only seen one version of the 4850 X2 hit the scenes late last year from Sapphire. In light of what we've seen, we are rather surprised that we haven't seen more fanfare behind this part from either AMD or other board makers. The lighter weight X2 competes more directly in price and performance to the GeForce GTX 280/285, and really fills out the lineup for AMD. Overall, the increased RAM in the 4850 X2 2GB enables great performance scaling even at resolutions the 512MB 4850 can't come close to handling.

As for the topics we'll cover, our interest will focus on scalability of the multiGPU solutions and the relative value of the same. Before jumping into the numbers, we'll cover the metrics we use to analyze our data. First, we'll look at scaling and talk about the big picture. Then we'll talk about what we've done to calculate a value comparison.
So MOST GAMERS are far below 2650, and 1920, and even 1650, and some can't run 1280x1024.
A common game rez is 1024x768, 800x600 is also used currently on all the high end games - both especially with gamers with brand name store bought systems - we all know the big names ( not the multiple thousand dollar gaming brands - that's one of 50 gamers!). When you're stuck in a lab with $2,000 monitors and then travel to checking out the cebit babes, staying in touch with the average gamer is difficult, to say the least.
2. Even though the 260 passes 20 of 21 tests, and the 4850 passes LESS, Derek the red just HAS to state that the Sapphire passed every test they threw at it. Now the upper number doesn't jibe with that - the one showing the 4850 worked in LESS situations than the GTX260 -
BUT THE RED RAGE FUD NEVER ENDS.
( obviously more than one 4850 brand was in play - NEVER THE LESS - that is the type of CONSTANT red slant that is all over EVERY SINGLE PAGE.)