WinterSnowfall: FTFY. While some games handle SLI pretty well, others cringe, roll, filp over and crash.
kohlrak: Which is why i'm not surprised by the lack of vulkan support, but vulkan's current support is
extra spotty. The kicker is how this all really is the driver's responsibility. Alternate Frame Rendering could easily have been forced on any game simply by frameskipping the first frame with vsync support enabled games, for example. Most of the time, still, the games are using a library that, in the end, translates to SDL. The excuse seems to be polling and such, but at the end of the day, it's the drivers and APIs. This should not only be invisible to the end user, but also the average programmer, but they're making it sound like it can't be done that way. If a game uses a timer instead of vsync, I could understand with AFR, but I still don't understand why the other methods (like alternating horizontal lines or split screen) couldn't be done: send the same commands but cut the jurisdictions in half. There's no reason SLI should be this broken given how it's written on paper.
EDIT: To be clear, even DOS code should work should the code properly reroute "draw line" and "draw rectangle" calls to the GPU (although, today, that'd be pointless).
I also don't understand why the other methods (like alternating horizontal lines or split screen) couldn't be done. To me, and this is just my humble opinion, it's just being lazy on the part of the programmers. But then again, I am not a programmer, so I cannot speak from experience.
But as a consumer, I can say, shame on me for not checking to see if X4 Foundations was going to support SLI before I preordered the game. I usually do, but in this case, I did not. Lesson learned.