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Curious about my two GPUs being used while gaming

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Hey all, I just have a curious situation and just wondering what's going on or how it works exactly. I'm no stranger to multi-GPU setups for rendering & video production on my rigs. But long-story short, I currently have a RTX 3060 12GB and an Arc A770 16GB installed with my single monitor plugged into the Nvidia RTX. I noticed today while playing Nebulous: Fleet Command both GPUs were getting pegged significantly (30-50% each; changing frequently). Just curious how that's functioning or if some setup bug or setup error or truly legit resource & rendering duty sharing going on. I'm on Windows 10 Pro Workstation with an old X99 system.
 

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That game might have some sort of dx12/vulkan multi-gpu implementation going on.
 

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I'm guessing you're on DX12?

The old X99 is not as good with dual cards as more recent rigs
That's.. not even relevant if the platform is good or not with cards. X99 runs things just fine as does X58, Z97, x570, etc.
 
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Those two graphs mirror each other, ie. probably a reporting/monitoring anomaly and not multi gpu.
 
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You mean the two 3D charts? That's just a screenshot mistake on my part, since I was clicking around the multiple options to see different activity levels. How can I confirm it more so? MSI Afterburner + Riva? Open Hardware monitor?
 

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You mean the two 3D charts? That's just a screenshot mistake on my part, since I was clicking around the multiple options to see different activity levels. How can I confirm it more so? MSI Afterburner + Riva? Open Hardware monitor?
Use hwinfo64.
 
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Same experience with my 4070 4060ti setup.
 
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One of the handful things that use the highly anticipated DX12 multi GPU? The one that works even across cards and vendors.
 
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One of the handful things that use the highly anticipated DX12 multi GPU? The one that works even across cards and vendors.
Yeah it's DX12 Asynchronous Compute probably. Vulkan has similar functionality.

It's neat when it works well but not fun when it doesn't.
 
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It's neat when it works well but not fun when it doesn't.

Hey, can you explain this part? What does it mean "not fun when it doesn't"? It does not seem to be a selectable option. I'm not clicking on anything in-game to say "use Asynchronous Compute" for example; so seems to just be a DX12 automated feature. So, if it doesn't exist for a game, why would it cause trouble? Wouldn't it just revert to treating your main GPU as a single GPU? How would a 2nd GPU cause issues if it's not being considered by the system and nothing is toggling it on? There doesn't seem to be anything explicit in-game or in-GPU menu-settings unlike SLI/Crossfire. For example, I just played another game, Ultimate Admirals: Dreadnaughts and it doesn't use both GPUs but runs fine as well, for example.
 
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Hey, can you explain this part? What does it mean "not fun when it doesn't"? It does not seem to be a selectable option. I'm not clicking on anything in-game to say "use Asynchronous Compute" for example; so seems to just be a DX12 automated feature. So, if it doesn't exist for a game, why would it cause trouble? Wouldn't it just revert to treating your main GPU as a single GPU? How would a 2nd GPU cause issues if it's not being considered by the system and nothing is toggling it on? There doesn't seem to be anything explicit in-game or in-GPU menu-settings unlike SLI/Crossfire. For example, I just played another game, Ultimate Admirals: Dreadnaughts and it doesn't use both GPUs but runs fine as well, for example.

It has nothing to do with multi-gpu., or mGPU as it's know
Asynchronous compute desyncs the rendering of shader blocks from the render output pipelines. It's for things like variable mesh shaders that do not need to be synchronized for speed & caching since mesh shaders can be variable at all times; since they have variations on visibly threw distance.
Vulkan has calls for multiple GPU that can work at lower level than driver can.
 
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Hey, can you explain this part? What does it mean "not fun when it doesn't"? It does not seem to be a selectable option.
Unfortunately it's automatic as far as I understand it. When I had trouble with it I had to cut back to one GPU.
 
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This does not appear to be a dx12 mGPU game guys, nor does async compute (a completely unrelated tech) have anything to do with this.

Not sure what is going on, frankly.
 
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