github maohgad-web/Neural-coprocessor 0.5.0
# v0.5.0 - MGPU Bridge, Live Pass Settings and Faster Transport

41 minutes ago

v0.5.0 - MGPU Bridge, Live Pass Settings and Faster Transport

Release v0.5.0 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 0.5.0

Choose NVIDIA's model. With nvngx_dlssnr.dll 310.9.16 or newer, you can choose which of NVIDIA's two DLSS-NR models each pass uses: Light-FP8 is faster, Full-FP8 costs more but is much more stable.

New default: Residual NRS. The first pass now runs a residual neural pass at a reduced size (NRS), so the second GPU keeps up at higher frame rates. The big network (Full-FP8) runs on the first pass at x1 and on the last pass at x2, which removes the strobing when Structure is set high. For the 0.4.0 settings, set NRS=0, NRPreset1=0 and NRPreset2=0 in mgpu.ini, or choose Native and Light-FP8 in the panel.

Live pass settings. In the panel, each pass has its network (Light-FP8 or Full-FP8) and resolution (Residual Neural or Native). They change while you play, no restart. Best Quality-Performance puts the default back.

Less impact on the game's FPS. The bridge takes less from the GPU that renders the game.

Frame generation on the second GPU (experimental). The bridge can now generate frames on the second GPU, and it is much more stable than the game's own frame generation. Turn off the game's frame generation, then turn this on in the panel or set FrameGen=4 in mgpu.ini. Please report your results.

HDR displays (experimental). The picture follows the game's HDR setting. Please report your results.

3 and 4 passes (experimental), in mgpu.ini. Pass 1 scale (NRS) can now run on every pass.

Fixes. Games that use 3DMigoto now start.

Launcher. The Options page has the same pass settings. Optimization is Off or Performance; DLSS on GPU 1 has its own row.

Upgrading

From 0.4.x: replace the files and take the new mgpu.ini. The launcher's Copy files does it for you and keeps your Dcomp settings. Use nvngx_dlssnr.dll 310.9.16 or newer: older versions run the big network on every pass.

From 0.3.x: replace the files and take the new mgpu.ini. The launcher's Copy files does it for you and keeps your Dcomp settings.

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

Do not change the resolution, the DLSS mode or the DLSS preset while the bridge runs. Change them, then restart the game.

Run the launcher's install check first.

The bridge can take a while to arm, and that is normal.

Low FPS? The GPU that runs DLSS 5, or your PCIe bandwidth, may be too low for 3440x1440 or 3840x2160. Try one of these:

  • Render the game on the weaker GPU.
  • Set the first pass to Light-FP8 in the panel.
  • Turn on Native upscaling.
  • Lower the resolution.

Turn off the game's frame generation. It still flickers, and some games crash at start with it on. Use the bridge's frame generation instead.

Titles this build was run on

Title API
Cyberpunk 2077 DirectX 12
Resident Evil 4 DirectX 12
Rise of the Tomb Raider DirectX 12
The Blood of Dawnwalker DirectX 12
DragonSword Awakening DirectX 12
Skyrim Special Edition DirectX 11

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_0.5.0.zip           SHA-256: 345d2325381c4fbc4dc6bd3a06c6f701efd56f5f2b37c2603a705364082d0055
mgpu_bridge_launcher_0.5.0.zip  SHA-256: c505c1d50cd7be06b2ab70e2d7788262407841ff945d164f6adf9dda23968f30

To check a download, run this in PowerShell in the folder with the zip:

Get-FileHash .\mgpu_bridge_0.5.0.zip -Algorithm SHA256
Get-FileHash .\mgpu_bridge_launcher_0.5.0.zip -Algorithm SHA256

Compare the result with the digest above.

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