0.2.0 #13
maohgad-web
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0.2.0
#13
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Hello! I followed the step-by-step guide, but mGPU isn't arming. It shows a "NOT-ARMED" message at the top, and even when I press "CTRL+ALT+F10", the log recognizes the command, but absolutely nothing happens... I believe my dlssnsr.dll file might be the wrong one, or maybe I missed some other detail. Do you know what might be causing this or if anyone has had a similar issue? |
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v0.2.0 - MGPU Bridge, engine depth and motion vectors
Second packaged build. Drop-in: no compilation needed.
Upgrading from 0.1.0 breaks unless you do two things
Move
nvngx_dlssnr.dllinto a folder calledmgpubeside the add-on, and delete the copy next to the game executable. Some titles load anything namednvngx_*.dllsitting next to their own executable, and then the neural stage binds to the wrong GPU. The panel says INSTALL PROBLEM if it finds one there.Put
mgpu_depth_tap.fxin ReShade'sShadersfolder. New, required, and in this download. Without it ReShade never binds depth and the bridge never arms. The add-on enables the technique itself.What changed
What's in the zip
nvngx.dll_mgpu_bridge.addon64mgpu.inigpu1.iniReShade2.inireshade-shaders\Shaders\mgpu_depth_tap.fxREADME.txtLICENSEWhere it goes
Unpack into the folder containing the game's
.exe; the zip keeps its own structure. In Steam: right-click the game, Manage, Browse local files, then keep going down until you see the.exe- on Unreal titles usually...\<Game>\Binaries\Win64\.The
mgpufolder is the one step you do by hand. Nothing in this download creates it and the name has to be exactlymgpu.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 module called 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 on a current driver.nvngx_dlssnr.dllis the DLSS-NR snippet, now loaded from themgpusubfolder - on the development machines it was already in the game folder. This project does not ship it, cannot ship it, and does not document how to obtain it. Do not redistribute NVIDIA binaries.What you need
.addon64files and says nothing about it. No effect packages needed.Before you run it
The bridge can take a while to arm, and that is normal. It waits for a depth buffer and a velocity buffer, and neither exists in a menu. Across the five titles below the wait ran from under two seconds to about forty-five. If it never clears,
[R63]and[R78]inReShade.logsay which is missing, andTAP = ABSENTmeans the shader is not installed.Do not change resolution, DLSS mode or graphics presets while armed - the stream is armed once against the swapchain as it stands, and rebuilding it can freeze the session. Frame generation is untested. Washed or flat colour? Take
tonedown in the panel.AutoArm=1ships; set it to0to arm by hand withCTRL+ALT+F10, and before measuring anything.Titles this build was run on
Each completed a bounded run, arming and exiting cleanly, with engine depth valid on every frame and zero contract mismatches. Logs in
docs/0.2.0.A launch and transport check, not a benchmark. The performance figures in the README were measured on 0.1.0 and have not been re-measured.
Status
Research code, not a product. 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 cost money, not because there is anything to hide; build it yourself from source if that matters to you.Provenance
Built by GitHub Actions, not on a desktop. Everything in this zip came out of a public CI run against public source:
That hash is the digest GitHub recorded for the CI artifact, and this release attaches that artifact unmodified. Verify your download with:
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