bystander36
Diamond Member
- Apr 1, 2013
- 5,154
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Most games originally designed around DX11, with a DX12 path will not see big gains, because they designed to limit draw calls. But as games are designed for DX12 with no DX11 path, will most likely use a lot more draw calls than DX11 would have allowed. Dev's are smart enough to create their games to work within the confinements of the hardware and API they have to work with.Ive tested the new driver and i did not noticed ANY improvement on ANY of the game im playing right now... (W3, F4, SC(999% cpu limited)).
Call me when they fix the DX11 MT that right now is just broken, depending on 1 core is MUCH, MUCH worse than some minimal overhead removal.
Some people need to accept the fact that games are not, and probably not be drawcall limited for some time, otherwise we should be seeing MASSIVE fps gains by moving to DX12 whiout having to use stuff like Async Compute, that is not avalible to DX11 anyway.
You have no idea of what you are talking about, DX12 is SLOWER on Unity3d and Unreal... its easy to activate it, but performance is plain CRAP.
if you are not conviced, 2 months ago i compiled a Unity demo, and enabled DX12 on it so people could tell me if anyone gained by going to DX12, the result was just a big fact 0, just massive negative gains.
Feel free to try it yourselft.
https://www.dropbox.com/s/z0jn3p2gnubcv6c/DX12Test.rar?dl=0
What does that mean to you? It means as DX12 is adopted, the dev's will be able to add more effects to games that currently require tricks or cannot be done.