{"id":765,"date":"2016-07-13T10:27:53","date_gmt":"2016-07-13T17:27:53","guid":{"rendered":"https:\/\/blogs.msdn.microsoft.com\/directx\/?p=765"},"modified":"2016-07-13T10:27:53","modified_gmt":"2016-07-13T17:27:53","slug":"explicit-directx-12-multigpu-the-affinity-layer-helper-library-and-your-game","status":"publish","type":"post","link":"https:\/\/devblogs.microsoft.com\/directx\/explicit-directx-12-multigpu-the-affinity-layer-helper-library-and-your-game\/","title":{"rendered":"Explicit DirectX 12 MultiGPU, the Affinity Layer helper library, and your game"},"content":{"rendered":"<p><span style=\"font-family: Calibri\">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.\u00a0 Read more about it on this blog post <a href=\"https:\/\/blogs.msdn.microsoft.com\/directx\/2016\/07\/08\/rise-of-the-tomb-raider-explicit-directx-12-multigpu-and-a-peek-into-the-future\/\" target=\"_blank\">here<\/a>.<\/span><\/p>\n<p><span style=\"font-family: Calibri\">We&#8217;ve had several folks ask us how they can most easily implement the same thing in their apps and get that kind of performance.\u00a0 Well, we&#8217;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!\u00a0 There&#8217;s a sample that shows you how to integrate the library and if you want to take it even further, there&#8217;s a version of the sample that shows you how to integrate mGPU directly into your app without the library.<\/span><\/p>\n<p><span style=\"font-family: Calibri\">Take a look at the sample to get started here:<\/span><\/p>\n<p>Sample:<\/p>\n<p><a href=\"https:\/\/github.com\/Microsoft\/DirectX-Graphics-Samples\/tree\/master\/Samples\/UWP\/D3D12LinkedGpus\" target=\"_blank\">https:\/\/github.com\/Microsoft\/DirectX-Graphics-Samples\/tree\/master\/Samples\/UWP\/D3D12LinkedGpus<\/a><\/p>\n<p>Standalone affinity layer library:<\/p>\n<p><a href=\"https:\/\/github.com\/Microsoft\/DirectX-Graphics-Samples\/tree\/master\/Libraries\/D3DX12AffinityLayer\" target=\"_blank\">https:\/\/github.com\/Microsoft\/DirectX-Graphics-Samples\/tree\/master\/Libraries\/D3DX12AffinityLayer<\/a><\/p>\n<p><span style=\"font-family: Calibri\">If you run into any problems, just let us know through GitHub; we\u2019d be glad to help you out.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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.\u00a0 Read more about it on this blog post here. We&#8217;ve had several folks ask us how they can most easily implement [&hellip;]<\/p>\n","protected":false},"author":1735,"featured_media":12651,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-765","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-directx"],"acf":[],"blog_post_summary":"<p>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.\u00a0 Read more about it on this blog post here. We&#8217;ve had several folks ask us how they can most easily implement [&hellip;]<\/p>\n","_links":{"self":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/posts\/765","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/users\/1735"}],"replies":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/comments?post=765"}],"version-history":[{"count":0,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/posts\/765\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/media\/12651"}],"wp:attachment":[{"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/media?parent=765"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/categories?post=765"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/devblogs.microsoft.com\/directx\/wp-json\/wp\/v2\/tags?post=765"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}