Really Bad: Use Early, Render Late
•
Instead: Ring-buffer textures
when on SLI!
RT1
Use T1
GPU 0:
GPU 1:
RT1
Use T1
RT1
Use T1
RT1
Use T1
RT1
Use T1
GPU 0:
GPU 1:
RT1
Use T1
RT2
Use T2
RT2
Use T2