@Space Lynx
What part of “game developers will not waste time and resources on implementing and supporting mGPU” is unclear to you? You look at the technical state of modern games and you think that adding the possibility of being rendered on multiple GPUs, potentially from different vendors and on vastly different architectures, is a good idea? Again, the DX12 way of doing mGPU (although it’s not really DX12 exclusive) is absolutely great for, say, professional workloads. It’s not, at all, for gaming. If people thought poor frame delivery was an issue with SLI/CF, well, this would be a completely new levels of jank.
The new way in many ways provides WORSE compatibility than the old NV/AMD profile driven implicit mGPU, not better. Nobody who had a barest idea of how things work and actually read up on DX12 expected mGPU in games to come roaring back.