- Aug 14, 2000
A few years ago in this very forum, people were telling us Mantle would allow AMD to dominate the Android platform (LMAO), and that low-level APIs would provide automatic performance gains to even unknown Indie developers just by flipping a simple switch to DX12, with zero effort (LOL).
Instead what we got is upscalers are now mandatory to make games playable, and this is a terrible place to be. This is the result of the collective failure of low-level APIs, along with the push to ray tracing (though the latter doesn't apply to Starfield).
Almost none of these games look significantly better than the best rasterized DX11 titles. And aside from a few outliers like Doom Eternal and Tomb Raider Shadow, the former perform vastly worse than the latter.
We were also told in this very forum "oh, once game engines are rebuilt from the ground up, we'll see the true performance of low-level APIs!" Yet DX12 is now nine years old, and even the brand new Baldur's Gate 3 can recommend switching to DX11 because it often runs better than Vulkan.
I said back then, anyone who thought the average game developer can optimize code better than GPU driver programmers backed by hardware engineers (ya' know, the people that actually build the things) was delusional, and I was right.
This is also exactly why VRAM requirements are ballooning. Because once again, it's lunacy to expect game developers to manage GPU memory better than AMD/NV engineers. In virtually every game that allows DX11 alongside Vulkan/DX12, DX11 uses far less VRAM.