There is two ways that SLI works.
One is called split frame rendering - this is where the frame it split horizontally in half, which splits the workload 50/50 for each card. It intelligently splits the workload based on the geometry of the frame, for example if there is little to render on the top half (e.g. sky) and a lot on the bottom (smoke, debris, ground textures) the dividing line will move to balance the workload between each card. Split frame rendering is pretty poor at scaling the work when compared against alternate frame rendering (below).
The second is called alternate frame rendering. Each card renders full frames, but in sequential order, for example the master card might process even frames (2,4,6) while the slave card processes odd frames (3,5,7). When the slave card finishes work on a frame the results are sent to the master card, usually via the SLI bride (as described above). Theoretically this should result in the rendering time being cut in half, which should technically linearly scale the performance by double. This is not often the case in practice though, depending on drivers, games, etc.
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