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Pemalite said:

Disagree.

NGO and Omega did some great work on modifying nVidia and AMD's drivers... And they were closed source.

But I think you are misinterpreting what I meant. I am not saying make the drivers completely open source and community driven.
Just the ability for people to make multi-GPU profiles so people can try and force AFR and such to get the best performance and compatability in games...
Then have a Steam-workshop-like system where you subscribe to a profile, read reviews/look at ratings and so on.

The community does and can do great things if it has the platform, support and tools to pull it off... The situation with Linux drivers is not the best example to base anything on.

NGO and Omega aren't custom drivers compiled from the source code, they're registry tweaks with alternative installers ... (It really isn't what I would call 'work' since no new functionality was exposed before the official drivers released. It's very hard to reverse engineer a driver.) 

I don't think I misunderstood you, it's a bad idea to leave mGPU profiles to the community when only the internal gfx engineers are the ones who understand the issue at hand. MGPU profiles can only improve with interaction between the game developer and the IHVs since they control everything about how the game is rendered, a magic switch in the driver options isn't going to cut it when developers HAVE to use specific vendor APIs to enable mGPU ... 

Before DX12/Vulkan, how mGPU worked without a cross-vendor API is that developers would need use proprietary driver extensions offered by the vendors themselves on top gfx APIs such as DX11 ... (mGPU needed vendor specific paths to work)