The way I think about it is this:
Directx 11 (and more specifically the Directx11 driver) is the way PC GPUs have always worked since the post-3DFX days. The driver is a middle man between the game and the wide varieties of GPUs out there. The middle man doesn't expose all the connections to the GPU (like any good middle man that wants to keep his position in life) but he facilitates the use of the GPU to a "good enough" point that we can all play games, and he takes care of edge cases (old GPUs, unpopular GPUs) so they work just like everything else (what middle men call "customer service").
Directx 12 is how consoles have always operated. All of the connections to the GPUs are exposed and you don't have a middle man in the middle. Without the middle man some edge cases (unpopular GPUs) might not work as well simply due to a lack of emphasis, and the "experience" of the middle man fixing a hundred little issues that are just practical parts of the transaction is also lost and can only replaced by more due diligence on the programmers who connect to the GPUs.
To go further with the analogy, Nvidia's Directx 11 middle man is toned as an olympic athlete while AMD's middle man looks like the fat slobby guy in the local mattress store commercials. AMD benefits more from getting rid of ALL middle men more than Nvidia, because their middle man is the fat slob. AMD also benefits more from the fact that the middle man on EITHER side isn't handling the edge cases in Directx 12 like they did in Directx 11, because it has more hardware (compute resources or VRAM) "surplus" than the competing Nvidia counterparts do on average so their cards have more margin to handle the crappy Directx 12 port that eats 6GB of VRAM just because when the Directx 11 version only uses 3.5GB of VRAM because the fit Nvidia middle man is using all his strength to optimize to that result.
Add in the fact that most game programmers are console programmers who aren't used to the middle men, and who are used to how AMD's GPUs work without that middle man, and AMD gets a double boost from Directx 12. And that isn't even considering hardware features like Async that neither Directx 11 middle man could handle properly and suddenly it's like the media industry post-Napster and post-Netflix and we are all wondering why we ever had middle men to begin with. Well except for edge case people who miss real top 40 radio stations or who can't figure out how to rent a movie when the Blockbuster closed, those are the people pining for that fit Nvidia middle man who made their life easy.
The way I think about it is this:
Directx 11 (and more specifically the Directx11 driver) is the way PC GPUs have always worked since the post-3DFX days. The driver is a middle man between the game and the wide varieties of GPUs out there. The middle man doesn't expose all the connections to the GPU (like any good middle man that wants to keep his position in life) but he facilitates the use of the GPU to a "good enough" point that we can all play games, and he takes care of edge cases (old GPUs, unpopular GPUs) so they work just like everything else (what middle men call "customer service").
Directx 12 is how consoles have always operated. All of the connections to the GPUs are exposed and you don't have a middle man in the middle. Without the middle man some edge cases (unpopular GPUs) might not work as well simply due to a lack of emphasis, and the "experience" of the middle man fixing a hundred little issues that are just practical parts of the transaction is also lost and can only replaced by more due diligence on the programmers who connect to the GPUs.
To go further with the analogy, Nvidia's Directx 11 middle man is toned as an olympic athlete while AMD's middle man looks like the fat slobby guy in the local mattress store commercials. AMD benefits more from getting rid of ALL middle men more than Nvidia, because their middle man is the fat slob. AMD also benefits more from the fact that the middle man on EITHER side isn't handling the edge cases in Directx 12 like they did in Directx 11, because it has more hardware (compute resources or VRAM) "surplus" than the competing Nvidia counterparts do on average so their cards have more margin to handle the crappy Directx 12 port that eats 6GB of VRAM just because when the Directx 11 version only uses 3.5GB of VRAM because the fit Nvidia middle man is using all his strength to optimize to that result.
Add in the fact that most game programmers are console programmers who aren't used to the middle men, and who are used to how AMD's GPUs work without that middle man, and AMD gets a double boost from Directx 12. And that isn't even considering hardware features like Async that neither Directx 11 middle man could handle properly and suddenly it's like the media industry post-Napster and post-Netflix and we are all wondering why we ever had middle men to begin with. Well except for edge case people who miss real top 40 radio stations or who can't figure out how to rent a movie when the Blockbuster closed, those are the people pining for that fit Nvidia middle man who made their life easy.
The way I think about it is this:
Directx 11 (and more specifically the Directx11 driver) is the way PC GPUs have always worked since the post-3DFX days. The driver is a middle man between the game and the wide varieties of GPUs out there. The middle man doesn't expose all the connections to the GPU (like any good middle man that wants to keep his position in life) but he facilitates the use of the GPU to a "good enough" point that we can all play games, and he takes care of edge cases (old GPUs, unpopular GPUs) so they work just like everything else (what middle men call "customer service").
Directx 12 is how consoles have always operated. All of the connections to the GPUs are exposed and you don't have a middle man in the middle. Without the middle man some edge cases (unpopular GPUs) might not work as well simply due to a lack of emphasis, and the "experience" of the middle man fixing a hundred little issues that are just practical parts of the transaction is also lost and can only replaced by more due diligence on the programmers who connect to the GPUs.
To go further with the analogy, Nvidia's Directx 11 middle man is toned as an olympic athlete while AMD's middle man looks like the fat slobby guy in the local mattress store commercials. AMD benefits more from getting rid of ALL middle men more than Nvidia, because their middle man is the fat slob. AMD also benefits more from the fact that the middle man on EITHER side isn't handling the edge cases in Directx 12 like they did in Directx 11, because it has more hardware (compute resources or VRAM) "surplus" than the competing Nvidia counterparts do on average so their cards have more margin to handle the crappy Directx 12 port that eats 6GB of VRAM just because when the Directx 11 version only uses 3.5GB of VRAM because the fit Nvidia middle man is using all his strength to optimize to that result.
Add in the fact that most game programmers are console programmers who aren't used to the middle men, and who are used to how AMD's GPUs work without that middle man, and AMD gets a double boost from Directx 12. And that isn't even considering hardware features like Async that neither Directx 11 middle man could handle properly and suddenly it's like the media industry post-Napster and post-Netflix and we are all wondering why we ever had middle men to begin with. Well except for edge case people who miss real top 40 radio stations or who can't figure out how to rent a movie when the Blockbuster closed, those are the people pining for that fit Nvidia middle man who made their life easy.
Poor blockbuster...
Also AMD still doesn't support very important DX12 features like conservative rasterization and raster order views. Unfortunately even Polaris doesn't support them.
Also AMD still doesn't support very important DX12 features like conservative rasterization and raster order views. Unfortunately even Polaris doesn't support them.
so essentially useless features that degrade performance by 20+% is a must for some people.Those aren't important DX12 features, they are available in DX11 as well, and considering how much of a hit nvidia cards take when trying to use them for VXAO / HFTS they don't seem worth it at all.
VXAO:
https://www.computerbase.de/2016-03/rise-of-the-tomb-raider-directx-12-benchmark/3/
~22%- slower than HBAO+
HFTS:
https://www.computerbase.de/2016-03/the-division-benchmark/
~22% slower than HBAO+
Both for changes that are almost impossible to spot while playing the game. Personally I'd rather have quality performance improving hardware features than decreasing ones.
The way I think about it is this:
Directx 11 (and more specifically the Directx11 driver) is the way PC GPUs have always worked since the post-3DFX days. The driver is a middle man between the game and the wide varieties of GPUs out there. The middle man doesn't expose all the connections to the GPU (like any good middle man that wants to keep his position in life) but he facilitates the use of the GPU to a "good enough" point that we can all play games, and he takes care of edge cases (old GPUs, unpopular GPUs) so they work just like everything else (what middle men call "customer service").
Directx 12 is how consoles have always operated. All of the connections to the GPUs are exposed and you don't have a middle man in the middle. Without the middle man some edge cases (unpopular GPUs) might not work as well simply due to a lack of emphasis, and the "experience" of the middle man fixing a hundred little issues that are just practical parts of the transaction is also lost and can only replaced by more due diligence on the programmers who connect to the GPUs.
To go further with the analogy, Nvidia's Directx 11 middle man is toned as an olympic athlete while AMD's middle man looks like the fat slobby guy in the local mattress store commercials. AMD benefits more from getting rid of ALL middle men more than Nvidia, because their middle man is the fat slob. AMD also benefits more from the fact that the middle man on EITHER side isn't handling the edge cases in Directx 12 like they did in Directx 11, because it has more hardware (compute resources or VRAM) "surplus" than the competing Nvidia counterparts do on average so their cards have more margin to handle the crappy Directx 12 port that eats 6GB of VRAM just because when the Directx 11 version only uses 3.5GB of VRAM because the fit Nvidia middle man is using all his strength to optimize to that result.
Add in the fact that most game programmers are console programmers who aren't used to the middle men, and who are used to how AMD's GPUs work without that middle man, and AMD gets a double boost from Directx 12. And that isn't even considering hardware features like Async that neither Directx 11 middle man could handle properly and suddenly it's like the media industry post-Napster and post-Netflix and we are all wondering why we ever had middle men to begin with. Well except for edge case people who miss real top 40 radio stations or who can't figure out how to rent a movie when the Blockbuster closed, those are the people pining for that fit Nvidia middle man who made their life easy.
so essentially useless features that degrade performance by 20+% is a must for some people.
And one of them is primitive discard acceleration, which in no certain terms is AMDs way of revealing that its upcoming GPUs will add support for additional key DirectX12 features such as Conservative Rasterization.
Those features are NOT available on DX11, they were introduced in DX12 and GCN does not support them.
Conservative rasterization is a cornerstone of computer graphics and it's used in hundreds of algorithms. Saying that it's useless because it is used in some algorithm you don't like because it runs on green HW makes no sense.
Raster order views are also a very powerful and new DX12 feature that allow to build a lot of new algorithms which completely impractical before.
You can't reject innovation simply because your favorite company doesn't support it yet.
BTW, even intel supports those features in HW. AMD is having problems keeping up by I am hopeful Vega will rectify this situation.