| Soleron said: It does take 2x the time because nothing is shared, not loading, triangles, shaders. It's like virtualising two GPUs on one physical board. Obviously if you start sharing the data between two screens it will reduce but I was never referring to that. Your "estimates" are unsubstantiated. The architecture of the Wii U is known, it's post-R600 AMD and hence unified-shader. All of which is irrelevant to the point that one GPU > two, always. |
My point is that the GPU processing is only a portion of the total processing that needs to be done for each frame. Even worst case scenario (each screen is exactly equal in complexity and resolution, but render no portion of the same resources, and use no similar textures, highly unlikely) there will still be portions of the frame time interval which only have to be run once, regardless of how many screens you have.
So worst case scenario, the GPU processing COULD take twice as long, but the total frame time will not be
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