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I am currently working on a quite large, graphicaly demanding Unity project. So I decided that I want to implement a Multi-GPU approach in order to get enough performance to run my build. While researching I found out that implementing Multi-GPU isn’t as easy as I first thought. There are currently many conflicting oppinions on if realtime Multi-GPU is even still possible at this time. One thing that has held my hopes up is this blog post by Nvidea . It explains how it is possible to create your own Multi-GPU solution using DX12. If anyone knows anything about this, my exact Questions are:

  1. Is there any way to implement Multi-GPU in Unity?
  2. If yes, how would I go about implementing Multi-GPU into my project using DX12 perferably?
  3. Is there any automatic/template Multi-GPU implementation I could use?

Thanks for any Help!

Hale Jan
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    For multi-GPU implementation in DX12, I think what you're looking for is the [D3D12 MultiGPU Starter Library, aka Affinity Layer](https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Libraries/D3DX12AffinityLayer). – Maico De Blasio Nov 25 '22 at 02:52

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