@administrators usx @Unseen to add to this, any real time application will generally suffer a big performance hit with SLI or crossfire, unless they allow for some very specific rendering settings, currently I have seen this on unreal engine only.
These systems were designed with a very narrow render pipeline in mind, one that real time media servers cannot conform to, but some game engines can, even then many games suffer performance loss with crossfire or SLI
Multiple graphics cards in general will also give you a lot of limitations, basically textures generated on one card will have to stay there, this makes things very difficult, the only way that these things really work well is to quarantine things per card, so running a different application (could be a copy of the same one) (or openGL contexts if you have control over that), per card. To this end high end media servers use single cards, just expensive ones and tricks to get around limited number of outputs. There are many options to get large numbers of outputs, and these days a lot of very powerful GPUs available, so in general, stick to a single card unless you have a very specific plan and can deal with the workflow limitations.