DirectX 12 Explicit Multi GPU Explained | Analysis & Breakdown of AMD's DX12 Multi GPU Info

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PC gamer's have been adding additional GPU's into their system since the late 90's, back then everyone wanted two 3DFX Voodoo 2 cards to run in SLI to power games such as Quake 2.
But despite DX11's popularity, it might surprise you to learn it doesn't natively support mutli-GPU configurations - it certainly doesn't 'prevent' it, but it doesn't provide the features or tools developers would like to work with. Instead, it's down to the game developers and AMD or Nvidia to release 'profiles' for their games and cards.
The work around is AFR, Alternative Frame Rendering which has a slew of problems, one of the worst being a symptom of the GPU's queuing up frames of animation in its buffers - the symptom of this, Mouse Lag, is something many are familiar With. Other issues include the GPU's working best if they're the same type, or you'll experience the more powerful card downclocking to play with the lower GPU.


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