When Strange Brigade launched it flew under my radar, until Radeon put up a performance post that caught quite a few site's eye and mine as well by announcing that with their Radeon Software 18.8.2 there came along mGPU capability with the game under the Vulkan API. We're more than familiar with Radeon's great performance under the Vulkan API so I had to pick up this game, if for nothing more than to test out how well the mGPU actually works.

I was expecting to see optimizations for Radeon since it's part of their current gaming bundle with their graphics cards but finally seeing a game launch with mGPU capabilities under Vulkan is something great. In a time where CrossFire and SLI seem to be less of a concern for developers and people wondering what the future held for such technologies since DX12 and Vulkan handle this very differently than DX11 and earlier APIs did, this is a breath of fresh air.
We chose not to do 100 plus tests just to see whether or not it worked, we did settle on putting the hurt on the cards the best we could. That's why we went all out with 4K Ultra settings with Async Compute enabled, more games need to have this level of control in games. We used the in-game benchmark to ensure repeatability of the runs and captured the results using the latest version of OCAT, then putting those results in our custom program that extracts the 1% and .1% lows so we're not just looking at averages.

Test Systems
| Components | X370 | Z370 |
|---|---|---|
| CPU | Ryzen 7 1700 @ 4GHz | i5 8600k @ 5GHz |
| Memory | 16GB G.Skill Flare X DDR4 3200 | 16GB Geil EVO X DDR4 3200 |
| Motherboard | MSI X370 XPower Gaming Titanium | EVGA Z370 Classified K |
| Storage | Adata SU800 128GB 2TB Seagate SSHD | Adata SU800 128GB 2TB Seagate SSHD |
| PSU | Cooler Master V1200 Platinum | Cooler Master V1200 Platinum |









