Conclusion
As we already mentioned, this article marks the start of a new series, and we're going to show you test results und 3-Way-SLI scaling. Comparing to our 2-Way-SLI articles the conclusion is going to be quite a bit shorter. The reason is, that only with theoretical benchmarks we find consistent scaling and in case of games, well, they're just not optimized for 3-Way-SLI. Apparently there are no rules without exceptions.
Referring to 3DMark we see that the GPU socre is between factor 1.39 (stock clocks) and
1.37 (4.5 GHz) higher than with one card. In other words this means, that adding a third card helps improving performance by almost 40 percent. A closer look at Unigine Heaven reveals that
in case of the basic preset scaling factor is 1.06 at stock frequencies
and 1.05 with the CPU at 4.5 GHz. When it comes to the Extreme Preset then we
see that the GPU has much more influence again, which is acutally rather
obvious, since there is much higher load on the VGA(s). In this case scaling factor with standard clocks is 1.54 and with at 4.5 GHz we get 1.44.
Games on the other hand are a completely different story. Scaling factors at
low resolutions vary from 1 to 1.19. 1 basically means, the fps didn't change at
all and 1.19 marks a 19 percent increase in FPS. A 19 percent gain we measured using Call of Duty BlackOps 2 and running the CPU at 4.5 GHz.
Now lets focus on high resolution and high details, where the games cause quite
some load on the two graphics cards. In this case the lowest scaling factor we
find is simply 1.00. In fact, most of the games fps rates don't scale with adding a third graphics card. There were Call of Duty Black Ops 2 as well as Sleeping Dogs where we've measured a significant increase, which means, the performance went up by 20 percent (a factor of 1.20).
Putting more than two graphics cards into a gaming PC is basically not going to affect frames per second in most games. There are only very few titles where triple SLI is supported. The only reasonable thing to use triple SLI for is for breaking world records. Only when running theoretical benchmarks we come accross consistent scaling and with most of the games, there is no difference at all.