v0.3.1 - MGPU Bridge, DirectX 11 Support, Multi Display and Launcher
Release v0.3.1 of the Neural-coprocessor MGPU Bridge, a ReShade add-on that runs DLSS Neural Rendering on a second GPU while the first renders the game.
New in 0.3.0
DirectX 11 support. DirectX 11 games now work, and it is on by default (DX11=1).
Motion vectors for games without DLSS. The add-on now finds the game's own motion vectors and depth when the game does not run DLSS. Tested on Resident Evil 4 (2023).
Single display is now the default mode. The add-on launches with DcompOverlay=1. Use the launcher to verify that the GPU that renders the game is headless.
Multi display support. Set DcompMultiDisplay=1 in mgpu.ini.
Launcher (experimental). A separate download. It should help you set up the add-on, check your setup, and manage your configurations. Comes in English, Português (Brasil), Español, 中文, 日本語 and 한국어.
0.3.1 hotfix
Improves the input vector selector to support more setups and systems. Improves image stability and reduces flicker on those setups.
Upgrading
From 0.3.0: replace the files and take the new mgpu.ini. It sets NRFrameFilter=0.
From 0.2.4 or older: replace the files and take the new mgpu.ini. It sets DX11=1 and DcompOverlay=1, and adds DcompMultiDisplay.
From 0.1.0: move nvngx_dlssnr.dll into an mgpu folder beside the add-on, and delete the copy next to the game's exe.
What's in the zip
| file | what it is |
|---|---|
nvngx.dll_mgpu_bridge.addon64
| the add-on |
mgpu.ini
| its settings |
gpu1.ini
| empty ReShade preset for the bridge runtime |
ReShade2.ini
| config for the bridge's own ReShade runtime |
reshade-shaders\Shaders\mgpu_depth_tap.fx
| keeps ReShade's depth bound; required |
README.txt
| install steps and known limitations |
LICENSE
| MIT |
Where it goes
Everything goes in the folder with the game's exe:
Game.exe
dxgi.dll (ReShade, add-on build)
ReShade.ini
ReShadePreset.ini
nvngx.dll_mgpu_bridge.addon64
mgpu.ini
gpu1.ini
ReShade2.ini
mgpu\nvngx_dlssnr.dll (not in this download)
reshade-shaders\Shaders\mgpu_depth_tap.fx
The mgpu folder is the one step you do by hand.
Do not rename the add-on.
Nothing from NVIDIA is included in this download, and none of it may be.
What you need
- Hardware: two RTX 50-series GPUs. One monitor, on the DLSS 5 GPU; the GPU that renders the game is headless. A contributor reported 40-series working.
- ReShade: 6.8.0 or newer, installed with add-on support.
- Game API: DirectX 12 or DirectX 11. Vulkan does nothing.
- Other add-ons: none alongside it.
Before you run it
Run the launcher's install check first.
The bridge can take a while to arm, and that is normal.
Titles this build was run on
| Title | API |
|---|---|
| Resident Evil 4 (2023) | DirectX 12 |
| Rise of the Tomb Raider | DirectX 11 and DirectX 12 |
| Skyrim Special Edition | DirectX 11 |
| The Blood of Dawnwalker | DirectX 12 |
| Cyberpunk 2077 | DirectX 12 |
| Starfield | DirectX 12 |
| Red Dead Redemption 2 | DirectX 12 |
Status
Research code, not a finished product. It creates a second D3D12 device and allocates cross-adapter shared heaps.
SmartScreen and antivirus may flag the unsigned DLL and the launcher. I do not pay for a certificate; you can build both from source.
Provenance
Built by this Actions run.
mgpu_bridge_0.3.1.zip SHA-256: d87d145d6b7ae28fb7de568a5e58b58616c67c03ffcababaa9fef4b56edcc827
mgpu_bridge_launcher_0.3.1.zip SHA-256: 1d8a320476ccecf2eaa85b19add1e419c2f50e90d2b14b3dda0ffc92d7bc1891
To check a download, run this in PowerShell in the folder with the zip:
Get-FileHash .\mgpu_bridge_0.3.1.zip -Algorithm SHA256
Get-FileHash .\mgpu_bridge_launcher_0.3.1.zip -Algorithm SHA256
Compare the result with the digest above.