D3D11 isn't designed to support multiple GPUs, so just because Vulkan supports it, this doesn't mean that DXVK can make use of it. If that was the case, SLI and Crossfire would work flawlessly in all games without requiring special driver support, and we all know that this just isn't the case.
Also, duplicate of #199.
Nothing extracted yet.
Something like this might not be realized until the project is feature complete with DX11 but I'd like to open the issue anyway.
Vulkan allows for the distribution of the instance across multiple GPUs so I'd like to know how big a pain it would be to distribute the work across multiple GPU queues. This could provide huge benefits over even the native windows shipped DX11 dlls and massively pump the utility of Steam Proton, even at the current call translation cost, and allow for powerful driverless support for multi GPU on linux itself.
The current config files could probe a user provided mGPU list and start from there.