Nvidia 3D Vision SurroundAMD introduced a new technology called Eyefinity with their ATI Radeon HD 5000 series, which enabled support for up to six simultaneous displays using just one card. These displays could be grouped into a "single large surface" (SLS) treated by the operating system as a single monitor with very high resolutions, providing an inexpensive alternative for ultra-high resolution display solution. Nvidia's answer to this technology is 3D Vision Surround.
In contrast with AMD's alternative, though, the GF100 supports 3D Vision Surround only when two or more GPUs are paired in an SLI configuration. The feature will be supported across three of the same 3D Vision capable LCDs or projectors at resolutions up to 1920x1080. For those not ready to jump into 3D gaming, Nvidia Surround will also be supported in non-stereoscopic 3D at resolutions up to 2560x1600 across displays that share a common resolution.
According to Nvidia there are already 400+ games that support 3D Vision Surround. This technology is a combination of high-tech wireless glasses and advanced software that automatically transforms games into full stereoscopic 3D. This is said to take 3D gaming to an entirely new level by delivering fully immersive IMAX 3D-like gaming across three monitors in full stereoscopic 3D. Besides gaming you can also use the triple display setup for a panoramic view of your desktop.
Nvidia 3D Vision Surround handles up to 746 million pixels per second of rendering horsepower. With tessellation, compute shaders and PhysX enabled, the demand on the GPU is tremendous. The GF100's parallel tessellation and raster engines enable sustained performance in heavily tessellated scenes, while fast context switching makes operations as lightweight as possible.
Like ATI's Eyefinity, Nvidia 3D Vision Surround includes controls to let users adjust their displays and compensate for monitor bezel gaps, creating a more realistic view of full-screen games.
With bezel correction, part of the game view is hidden behind the display bezel so that the bezel appears to be part of the game. This produces a more continuous image across the displays and provides a more realistic experience. It is similar to looking through a cockpit window where the window frames block your view.