how to enable a pair of 2060 DX12 MGPU?

Venturi

Limp Gawd
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Nov 23, 2004
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264
title says it all

how do you enable dx12 mgpu with non-sli cards? Especially when the cards are identical.
(other than ashes of the singularity)

otherwise all dx12 mgpu is a lie (other than ashes of the singularity)



example

pair of 2060, SOTTR, where is mgpu?

I would hate to think that for nvidia non-slo cards, dx12mgpu was crippled in order to not take sales away from 2070 and 2080, no company would be that conniving...would they?


...it wouldn't be as cheesy as dx12 mgpu being enabled only when sli is enabled instead of looking at homogenous or explicit card sets?


before anyone jumps in and answers, bare in mind:

thank you, yes it works with sli cards.

but the question is:

non-sli cards and mgpu,
such as any flavor that isn't an sli card
deactivating sli on sli enabled cards us not what this is about.

DX12 mgpu is NOT FUNCTIONAL on nvidia cards that don't have SLI.

mgpu is supposed to "bypass" that
otherwise yer just enabling a version of crossfire or sli

for nvidia, the driver does not provide the ms dx12 mgpu component.

only ASHES of the SINGULARITY is set up to use mgpu in dx12
Strange brigade uses mgpu in vulcan ONLY for AMD (nvidia, non sli cards don't work)

ALL other games are just crossfire / sli comps in dx12

so I'm asking


how to enable mgpu with nvidia non sli cards?

because it looks like nvidia deliberately killed the feature

thx
 
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title says it all



If title says it all., why did you feel compelled to write a whole Novella on the subject?


how to enable mgpu with nvidia non sli cards?

because it looks like nvidia deliberately killed the feature

thx

Nvidia didn't kill anything. Game developers did.

It's such a pain in the ass to develop DX12 mgpu that only smaller developers looking for a free press releases are willing to put in the effort (Rebellion Developments is a mostly unknown studio, and Stardock is completely unknown!)

That's also why Ashes of the Singularity was the first DX12 game: free press from all the tech sites that were suddenly enamored with the fairly boring game from Stardock. The game was forgotten just as quickly.

The game developer is responsible for making DX12/Vulkan mgpiu work, so it's typically the last thing on their list. It's also the reason why performance and pairing options differ so much from Strange Brigade to Ashes.
 
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They can't get DX12 working reliably industry-wide.

Perhaps the push toward ray tracing will get us there, as DX12 (or Vulkan) is a requirement, and VR needs it too, but it's going to be a long slog.

To answer the OP: you don't.
 
You should read up before posting again:

DX 11 CrossFire/SLI was done in the driver by AMD/NVIDIA.

DX 12 MGPU is done by the developer on a per game basis.

If you want MGPU support in a DX12 title...tell the developer.
 
You should read up before posting again:

DX 11 CrossFire/SLI was done in the driver by AMD/NVIDIA.

DX 12 MGPU is done by the developer on a per game basis.

If you want MGPU support in a DX12 title...tell the developer.


I guess I was confused by titles claiming dx12 mgpu such as ROTTR, SOTTR, HItman, Strange Brigade etc- so its not dx12 mgpu, its JUST SLI and Crossfire. - Their claims are inaccurate, its just SLI/crossfirte

and I was hoping more than 1 title on the planet would be dx12 mGPU capable (AotS)

So the dx12 / windows 10 marketimg hype is just BS
 
I guess I was confused by titles claiming dx12 mgpu such as ROTTR, SOTTR, HItman, Strange Brigade etc- so its not dx12 mgpu, its JUST SLI and Crossfire. - Their claims are inaccurate, its just SLI/crossfirte

No, you're still confused. The games may support 'DX12' and may support 'MGPU', and MGPU just means CFX / SLI. Which still exist in DX12, and must be supported by the developer. That's true with DX11, by the way, if you wanted a good experience. Forcing MGPU in DX11 and prior without both game support and driver support, while possible, rarely worked properly. Many times it was worse than just running a single GPU. In some cases, even with proper support, performance was still worse than a single GPU.

and I was hoping more than 1 title on the planet would be dx12 mGPU capable (AotS)

This would be the exception. One. Maybe there's more, it's not something I've kept track of given the lack of support from developers.

So the dx12 / windows 10 marketimg hype is just BS

Not at all- it's just one piece of the puzzle. Again, GPU manufacturers have made it available and Microsoft has made it available, but developers have to actually use it.
 
I guess I was confused by titles claiming dx12 mgpu such as ROTTR, SOTTR, HItman, Strange Brigade etc- so its not dx12 mgpu, its JUST SLI and Crossfire. - Their claims are inaccurate, its just SLI/crossfirte

and I was hoping more than 1 title on the planet would be dx12 mGPU capable (AotS)

So the dx12 / windows 10 marketing hype is just BS

Only if all you care about is using multiple GPUs. DX12 does everything else the hype promised.

The DX12 mGPU support may grow over time, but today developers are enjoying the DX11 SLI/CFX momentum: if you're reusing an engine for a sequel, it can be easier to tweak your old SLI/CFX profile than to rebuild from the ground -up.

It was a lot easier to build the first SLI/CFX setups, as there was no other competition. And the game tweaks (to get near-perfect scaling) were a whole lot easier back in 2004, when games were simpler (this is the reason why less new games support SLI/CFX).
 
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Forcing every developer to worry about every quirk in the actual graphics hardware is going to result in precisely this. The low level driver conundrum - live by the sword, die by the sword.

Bypassing abstraction means you... bypass abstraction. There really is a limited amount of time a game developer wants to or can spend writing what was once driver code. This can be ameliorated somewhat by using a major engine whose developers do most of the work, but it's still an adventure into the wilds.
 
No, you're still confused. The games may support 'DX12' and may support 'MGPU', and MGPU just means CFX / SLI. Which still exist in DX12, and must be supported by the developer. That's true with DX11, by the way, if you wanted a good experience. Forcing MGPU in DX11 and prior without both game support and driver support, while possible, rarely worked properly. Many times it was worse than just running a single GPU. In some cases, even with proper support, performance was still worse than a single GPU.
"Good experience" with CFX/SLI almost always meant having more input lag than single card with similar frame rates and usually issues with stuttering, not to mention higher CPU utilization than single card with double performance would require to run at the same frame rate.

First and last time such tech worked properly was on 3dfx hardware and on very limited number of games on SLI which used SFR (Single Frame Rendering) but then scaling wasn't as good.
 
title says it all
When mGPU feature of DX12 was announced people were very optimistic about it and even ability to use different cards, like utilizing integrated GPU to speed up games.
It sounded too good to be true and here we are: one game supports this. I think that even biggest pessimists did not think it will be as bad...

But of course explanation is simple: just like causing global warming and fabricating spherical Earth photos it is all Nvidia conspiracy.
 
When mGPU feature of DX12 was announced people were very optimistic about it and even ability to use different cards, like utilizing integrated GPU to speed up games.
It sounded too good to be true and here we are: one game supports this. I think that even biggest pessimists did not think it will be as bad...

But of course explanation is simple: just like causing global warming and fabricating spherical Earth photos it is all Nvidia conspiracy.

maybe,
but AFR seems to work ok without sli bridges when you use auto diff sli with two 1060's and 4x titan Vs, titles that scale well with the sli bridge in AFR also seem to scale as well without the sli bridge.

so to some extent nvidia is holding back on the mgpu to cater to their higher priced sli / nvlink bridge cards.

I was the one that enabled 4x sli on pascal and post pascal sli. in that case the difference was unwilling to enable by the manufacturer vs unable to.

So yes, in part, nvidia is choosing not to enable mgpu on non sli cards. When in fact it works well with the work around. Yes I'm sure some titles don't work as well, but without making it a conspiracy theory, sli / ,gpu could be enabled by the manufacturer.

I just get tired of having to screw with auto diff sli.
 
AMD's newest driver and my Relive was broken in it for me.. but I still like messing around with it as something to do with them almost free RX 570 's and a dyeing x58 as to make a retro XFire for all my games as the profile I am working on ,




As why I am using cheaper hardware = testing the idea of x570 chipset in Xfire for my older games as worst case is having to play with only one card for games that don't support it as a dual role PC that is 4K capable as I get 62 fps in Vulkan for SB 4K Ultra benchmark , but World of Tanks limits me to 1 card and High settings in 4K .. It is not so bad owning a XFire platform if you already own supported games and understand every pot does not have gold in it .. but I would like to try Free Sync and 144Hz 4K display someday.
 
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SO far, the only games that I have seen support DX12, DLSS, Ray tracing and mGPU is Shadows of the Tomb Raider.
 
As a guy who dabbled in mgpu, sell them and buy a better card. Or stick with the few games it works well with...
 
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