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fatslob-:O said:

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 have not and am not proposing for full driver rewrites and customization.
So with that out of the way...

fatslob-:O said:

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 ...

Disagree.
I think you underestimate what the community can do if they were provided with the correct platform, tools and support.
I mean, people customize GPU BIOS's to unlock functional blocks on chips for more performance.

fatslob-:O said:

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)

We are still living in a mostly Direct X 11 and OpenGL world right now anyway.




--::{PC Gaming Master Race}::--