I’m starting my first game in 12 years and I’m dead set on implementing multi-gpu support. Preferably I want to use Vulkan over DX, but if I have to use DX to implement this I will. I’ve always been a hard fan of SLI and mGPU, but nobody seems to care about it anymore. I polled my test group and 65% use SLI, as do I on two different computers, one with 2080 Ti’s and one with 3090s. NVIDIA has pulled the alternate frame modes from Ampere, and moved to native implementation, so here I am. Could someone help me learn to do this?
I’ve searched the web for training resources and found jack ■■■■. A complication is that I want to use Vulkan Ray Tracing, for compatibility, so that’s gonna hurt my progress, but I’m willing to do whatever it takes and sacrifice Vulkan if I must. I’m trained in game development, but I’ve never done it in a work environment. I learned on Unity, but grew up with Unreal so I know UDK and the unreal tournament map editor, so I’ve got the basics of the UI down.
I’m willing to use UE4 if I must. I asked on the UE subreddit, but was told it was outside the scope of what people would know there and was pointed towards macros, but IDK how a macro would help with this.
The techs I would like to use are these, and yes, some conflict and will have to be sacrificed, but multi-GPU and ray tracing are non negotiable, making this very hard:
-DLSS
-RTX
-Vulkan Ray tracing (conflict)
-Vulkan in general (conflict)
-DX12 as a backup, for mGPU