Any idea how FCPX would recognize the presence of multiple Afterburner Cards?
FCPX does not recognize them. The Apple Foundation API manages all access to the Afterburner card. The apps don't have to "do" anything substantively different if already calling the appropriate API.
"...
Up to three Afterburner cards will provide increased performance of ProRes and ProRes RAW decoding
..."
Apple Afterburner is an accelerator card for Mac Pro (2019), created to enhance Apple ProRes and ProRes RAW workflows for film and video professionals.
support.apple.com
You run out of x16 slots after three ( presuming have at least one x16 assigned to a GPU ). Also not really going to get x16 worth of bandwidth out of slot 4 either. How actually useful three cards seems a bit dubious in the context of actually trying to display those streams. Three decoders aimed at the 'input' of the sole remaining 'display' GPU seems likely to get clogged at some point ( same reason why Apple constrains the Afterburner to a x16 slots for sufficient bandwidth 'out' . ).
The Afterburner card is constrained to three 8K decode streams ( at 10 bit color at 30fps uncompressed that is about 40Gbps . 3 x 40Gbps is approximately the limit of x16 PCI-e v3.0 ). And contributing reason why Apple says max out at eight 8k streams instead of nine ( 3x3).
With an external expansion box and some external point-to-point PCI-e DMA transfers might be able to be more able to more practically use the output from three Afterburner cards decoding at full capacity, but I have doubts Apple's core libraries actually handle that well. Eight 8K streams to actual displays would need some explanation (without some recompression).
I wonder if the code would be like recognizing multiple GPUs... I also wonder how FCPX would know how to divide up work between the internal GPU, and two Afterburner cards. Yes ~ assuming you are using Pro Res.
No it won't because Afterburner is a system choice of whether to do the decode via software or hardware. So the decoding is abstracted ( virtualized) . As long as it non-8K ProRes shouldn't really need to fall back on the CPU decoder for any reasonable number of decode streams if had two Afterburner cards.
I have a suspicion that multiple Afterburner cards is more about keeping the load well below max on any single card so can run constant loads for longer times. The loads are just distributed round-robin as come in.
The GPUs are not completely abstracted away from the applications. There is a layer handled by the drivers so not dealing with raw hardware, but not to the point don't have a "handle" on individual resources (GPUs in this case).
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Thanks! Still researching to figure what all advantages there will be and on how many apps. I even messaged Blizzard to see if World of Warcraft would benefit from two cards and they couldn't give me a straight answer. That's the only game I really like to play.
No. Apple doesn't have a "see as one GPU" API for games ( or one synthesized frame buffer) . There is no gaming advantage on previous or this Mac Pro in macOS. Highly doubt Apple is going to put any effort into gaming for dual GPUs in macOS any time soon either. Apple never supported SLI or Crossfire previously either. Not going to start now ( via Infinite Fabric ... which the W5700X doesn't even have. ). [ There is a substantial number of hiccups that come along with trying to spread load and still keep highly real time refresh constraints, that Apple graphic stack has stayed away from as 'unnecessarily complex' feature to chase. Apple has problems enough keeping the graphics stack stable with the general targets they have traditionally addressed. ]
Multiple GPU on macOS is going to be almost exclusively going to be a Pro app computational feature. Looking in other categories is likely largely a waste of time. If buying two in search of an app to use them most likely means don't need two. Folks with apps that can use them generally know at this point whether more than one is helpful.