Explicit DirectX 12 MultiGPU, the Affinity Layer helper library, and your game

Rise of the Tomb Raider is the first DX12 explicit MultiGPU (mGPU) title for CrossFire/SLI machines and it shows some pretty nice gains over DX11 implicit mGPU giving you the best possible gaming experience.  Read more about it on this blog post here.

We've had several folks ask us how they can most easily implement the same thing in their apps and get that kind of performance.  Well, we've just released a helper library called the Affinity Layer on our GitHub page to kick start your explicit DX12 mGPU implementation in your app!  There's a sample that shows you how to integrate the library and if you want to take it even further, there's a version of the sample that shows you how to integrate mGPU directly into your app without the library.

Take a look at the sample to get started here:



Standalone affinity layer library:


If you run into any problems, just let us know through GitHub; we’d be glad to help you out.

Comments (3)

  1. Portbragger says:

    Nice. Now make it available on Kernel 6.x … because nobody seriously will adopt adware in the long run.

    1. Pep says:

      This comment is ridiculous Unless you use other adware like android or ios.

  2. zh1983 says:

    Is there any debugging tools for multiGpu Dx12 development yet? I’ve tried PIX/VGD/NSight and none of those work currently.

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