v0.1.0 - MGPU Bridge, first packaged build #1
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First packaged build. Drop-in: no compilation needed.
What's in the zip
nvngx.dll_mgpu_bridge.addon64mgpu.inigpu1.iniReShade2.iniREADME.txtLICENSEWhere it goes
Everything goes in one folder: the one containing the game's
.exe. Nosubfolders, nothing anywhere else. In Steam: right-click the game, Manage,
Browse local files, then keep going down until you see the
.exe- on Unrealtitles that is usually
...\<Game>\Binaries\Win64\.What the folder should look like when you are done:
Those four files are the whole install.
README.txtandLICENSEare for yourather than for the game folder.
Do not rename the add-on. The filename must contain the literal substring
nvngx.dll- the DLSS-NR snippet checks the file path of whichever modulecalled it. Rename it and the add-on loads, logs normally, and produces nothing.
Nothing from NVIDIA is included in this download, and none of it may be.
_nvngx.dllis the driver core and is already resident in the game process on acurrent driver.
nvngx_dlssnr.dllis the DLSS-NR snippet, and it is loadedfrom the game's own folder - on the development machines it was already
present there. This project does not ship it, cannot ship it, and does not
document how to obtain it; if DLSS-NR never starts and your log shows the
snippet failing to load, that file is what is missing. Do not redistribute
NVIDIA binaries.
What you need
requirement, not a nicety - the neural output is displayed by the card that
produced it. Headless works and is meaningfully slower.
build never loads
.addon64files and says nothing about it. If your log hasno
Registered add-on "MGPU Bridge"line, this is why. You do not need totick any effect packages.
says so in the ReShade overlay panel.
No shader pack, and no other add-on, is needed.
Before you run it
armed. The stream is armed once against the game's swapchain as it stands at
that instant. Rebuilding it leaves the bridge consuming an arrangement that no
longer exists, and the session can freeze. Set the game up first.
tonedown.AutoArm=1is the shipped default, so it arms itself about ten seconds in. Setit to
0inmgpu.iniif you would rather arm by hand withCTRL+ALT+F10, andset it to
0before measuring anything.Status
Research code, not a product. Exercised on two machines with three titles, in
sessions measured in minutes rather than hours. It creates a second D3D12 device
and allocates cross-adapter shared heaps on your hardware - the source is all
here and reading it first is a reasonable thing to do.
Windows SmartScreen and some antivirus will flag an unsigned DLL, particularly
one named after
nvngx.dll. It is unsigned because signing certificates costmoney, not because there is anything to hide; build it yourself from source if
that matters to you.
Measurements, method and the full record of what went wrong along the way are in
the repository.
Provenance
Built by GitHub Actions, not on a desktop. Everything in this zip came out of a
public CI run against public source:
9b519b45df60cf2c9db8c421ee3082418b9f7559bc646773fad35261a2189101That hash is the digest GitHub recorded for the CI artifact, and this release
attaches that artifact unmodified. Verify your download with:
It should print
9B519B45DF60CF2C9DB8C421EE3082418B9F7559BC646773FAD35261A2189101.This discussion was created from the release v0.1.0 - MGPU Bridge, first packaged build.
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