Quad SLI has certainly come a long way since the start of May, when we first had a look at the technology. It can be an incredibly confusing technology in some ways, because you've really got to do your homework to find the performance sweetspot. We found that a lot of games were close-to-playable with 8xSLI AA enabled, and newer games performed well with 4xAA turned on. One sticking point is the lack of support for HDR and anti-aliasing simultaneously. I know that this is something that we keep going on about, but it is something that really hurts Quad SLI, especially considering the problems with DirectX 9 not being able to support more than two back-buffers simultaneously.
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