github maohgad-web/Neural-coprocessor 0.1.0
v0.1.0 - MGPU Bridge, first packaged build

latest releases: 0.4.0, 0.3.1, 0.3.0...
one month ago

First packaged build. Drop-in: no compilation needed.

What's in the zip

file what it is
nvngx.dll_mgpu_bridge.addon64 the add-on
mgpu.ini its settings, read from beside the add-on
gpu1.ini empty ReShade preset for the bridge runtime
ReShade2.ini config for the bridge's own ReShade runtime
README.txt install steps and every known limitation
LICENSE MIT

Where it goes

Everything goes in one folder: the one containing the game's .exe. No
subfolders, nothing anywhere else. In Steam: right-click the game, Manage,
Browse local files, then keep going down until you see the .exe - on Unreal
titles that is usually ...\<Game>\Binaries\Win64\.

What the folder should look like when you are done:

<the folder with the game .exe>\
    Game.exe                          the game (already there)
    dxgi.dll                          ReShade, ADD-ON-ENABLED build. You install
                                      this yourself. Some installs name it
                                      d3d12.dll instead - either is fine.
    ReShade.ini                       yours, ReShade makes it on first run
    ReShadePreset.ini                 yours, ReShade makes it on first run

    nvngx.dll_mgpu_bridge.addon64     <- from this download
    mgpu.ini                          <- from this download
    gpu1.ini                          <- from this download
    ReShade2.ini                      <- from this download

Those four files are the whole install. README.txt and LICENSE are for you
rather 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 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.dll is the driver core and is already resident in the game process on a
current driver. nvngx_dlssnr.dll is the DLSS-NR snippet, and it is loaded
from 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

  • Two RTX 50-series GPUs, with a monitor on each. The second monitor is a
    requirement, not a nicety - the neural output is displayed by the card that
    produced it. Headless works and is meaningfully slower.
  • ReShade 6.8.0 or newer, installed WITH ADD-ON SUPPORT. The effects-only
    build never loads .addon64 files and says nothing about it. If your log has
    no Registered add-on "MGPU Bridge" line, this is why. You do not need to
    tick any effect packages.
  • A DirectX 12 game. D3D11 and Vulkan do nothing; the add-on stands down and
    says so in the ReShade overlay panel.

No shader pack, and no other add-on, is needed.

Before you run it

  • Do not change resolution, DLSS mode or graphics presets while the stream is
    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.
  • Frame generation is untested.
  • Washed or flat colour? Open the ReShade overlay and take tone down.

AutoArm=1 is the shipped default, so it arms itself about ten seconds in. Set
it to 0 in mgpu.ini if you would rather arm by hand with CTRL+ALT+F10, and
set it to 0 before 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 cost
money, 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:

That hash is the digest GitHub recorded for the CI artifact, and this release
attaches that artifact unmodified. Verify your download with:

Get-FileHash .\mgpu_bridge.zip -Algorithm SHA256

It should print 9B519B45DF60CF2C9DB8C421EE3082418B9F7559BC646773FAD35261A2189101.

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