There are no dx12 games for 1-2 years, mostly still in beta
There are no dx12 games for 1-2 years, mostly still in beta
Yew it will run only on windows 10.Although vulkan/mantle (same/simmilar to DX12) might be kept updated on other versioons of windows.Speaking of no difference than DirectX 11.0, what is the difference now between DirectX 12 on Windows 10, than DirectX 11? Is this only there for games made specifically for windows 10?
As long as there is a DX11 path it wont do much besides lowering CPU usage.
You're such a pessimist Shintai That depends entirely on how much effort the team decides to put into the DX12 port. Just having a DX11 path doesn't prevent their DX12 path from using all sorts of features- look at Civ 5, its DX9 and DX11 paths are very different and it makes good use of DX11.
Feature wise DX11 and 12 is the same. That's the difference
There are no dx12 games for 1-2 years, mostly still in beta
Feature wise DX11 and 12 is the same. That's the difference
Does 11.3 backport all features? It seems to get the 12_1 features (conservative rasterization, typed UAVs, OIT), but it's not added things like async compute shaders. Though I could be wrong.
I expect the same for DX12.
You could go back and look at exactly the same threads for DX9, or DX10. Lots of hype about how it would change the world and be much more efficient. Everyone promising games that use it. A year or two down the line there weren't any *proper* DX10 games, in that they were basically identical to DX9 with a DX10 effect or two that made some minor improvement to lighting if you looked closely enough, but also had a huge performance hit.
DX10 took off properly after that and you could forget about using the effects unless you had a very fast card (i.e. one not available when DX10 came out).
I expect the same for DX12.
Asynchronous Compute and ExecuteIndirect is not supported by 11.3. Everything else is. But I wouldn't call those for features as such. Rather API performance benefits.
ExecuteIndirect isn't a feature?
Yes it is. A really big feature. It can be used in D3D11 with AGS v3.0. AMD call this Multi Draw Indirect. To bad it's only works with GCN.:|ExecuteIndirect isn't a feature?
Yes it is. A really big feature. It can be used in D3D11 with [URL=" v3.0[/URL]. AMD call this Multi Draw Indirect. To bad it's only works with GCN.:|
Yes it is. A really big feature. It can be used in D3D11 with AGS v3.0. AMD call this Multi Draw Indirect. To bad it's only works with GCN.:|
What I want to know, is whether nor not a Direct3D 9 -> Direct3d 12 wrapper would significantly boost performance? Imagine playing Oblivion or Morrowind, jacked up to eleven (or, uh, twelve, in this case), without having to suffer a slideshow?
It'd be magic, I tell ya.
There are no dx12 games for 1-2 years, mostly still in beta