In addition to modest multi-threading in DirectX® 11, a disproportionate amount of CPU time is frequently spent on driver and API interpretation (“overhead”) under the DirectX® 11 programming model, which leaves lesser time for executing
game code that delivers quality and framerates.
In DirectX® 12, however, the command buffer behavior is radically overhauled in five key ways:
- Overhead is significantly reduced by moving driver and API code to any available CPU thread
- The absolute time required to complete complex CPU tasks is notably reduced
- Game workloads can be meaningfully distributed across >4 CPU cores
- New “bandwidth” on the CPU allows for higher peak draw calls, enabling more detailed and immersive game worlds
- All available CPU cores may now “talk” to the graphics card simultaneously
Much like going from a two-lane country road to an eight-lane superhighway, the shift to DirectX® 12 allows more traffic from an AMD FX processor to reach the graphics card in a shorter amount of time. The end result: more performance, better image quality, reduced latency, or a blend of all three (as the developer chooses).