Henry swagger
Newcomer
Dx11 can max out a gpu more than dx12.. the new api's features are propagandaThis is very simplistic and naive interpretation on where the actual problem lies. If we say that DX12 is bad than all PCs low level APIs are bad. The subject was already discussed here few times. Its not that the DX12 or Vulkan or whatever API problem. Is the complexity of new low level APIs that are problem.
Thoughts on graphics APIs and libraries (asawicki.info)
"In DX11 you could just specify intended resource usage (D3D11_USAGE_IMMUTABLE, D3D11_USAGE_DYNAMIC) and the driver chose preferred place for it. In Vulkan you have to query for memory heaps available on the current GPU and explicitly choose the one you decide best for your resource, based on low-level flags like VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT etc. AMD exposes 4 memory types and 3 memory heaps. Nvidia has 11 types and 2 heaps. Intel integrated graphics exposes just 1 heap and 2 types, showing the memory is really unified, while AMD APU, also integrated, has same memory model as the discrete card. If you try to match these to what you know about physically existing video RAM and system RAM, it doesn’t make any sense. You could just pick the first DEVICE_LOCAL memory for the fastest GPU access, but even then, you cannot be sure your resource will stay in video RAM. It may be silently migrated to system RAM without your knowledge and consent (e.g. if you go out of memory), which will degrade performance. What is more, there is no way to query for the amount of free GPU memory in Vulkan, unless you do hacks like using DXGI."
As you see everything comes at the cost.
View attachment 8888
One more interesting quote
"One could say the new APIs don’t deliver to their promise of being low level, explicit, and having predictable performance. It is impossible to deliver, unless the API is specific to one GPU, like there is on consoles. "