They do have some extra access to hardware which Win/DX12 doesn't, IIRCLast and current generation.
They do have some extra access to hardware which Win/DX12 doesn't, IIRCLast and current generation.
Well yeah but then you have results where this "explicit control" is used in ways which are counter productive to the actual point of getting more performance out of the h/w.You can also find developers that think dx12 is better because you have more explicit control. And I’m talking devs working on major games
The problem is that with these new APIs developers should often be implementing things "in many ways" (i.e. differently for different h/w) - but they often don't because they only have resources to do it one way (barely) and this one way is usually derived directly from how stuff is done for console h/w.The api does not describe a singular correct way to do things. Many things can be implemented in many ways, some that will favour one architecture over another and some that will be terrible across the board.
Who will do that? Epic may do this for their renderer(s) because that's what they do for a living basically but other developers likely won't. Hence this thread and what we get in actual shipped s/w.I think developers will need to code DX12 games for RDNA and GCN, and DX12 separately for Nvidia GPUS. Just like they do with Xbox and PS.
I've wondered about this in the past. When DX10 came around, it was often slower than DX9 in games that supported both (Crysis was like this). Crysis was an early example, but I don't recall later games being much different in this respect. Eventually everyone dropped DX9 for DX10/11 and we could no longer make comparisons.The only thing we know for sure is that DX12 has sucked for years on all PC architectures. Pointing out one or two games where it works decently doesn’t change that fact. Soon it won’t matter as there wont be any DX11 fallback to compare against.
I don't think we're getting D3D13 any time soon. MS seems committed to updating D3D12, and there's a general lack of understanding (or agreement) in what should the next major API revision even be.Hopefully d3d13 will be something less verbose than vulkan.
Yeah, it's already happening for some years, most new releases use D3D12 (or Vulkan) exclusively. Mostly because supporting two renderers is very expensive, and D3D12 is the only API with new features. So there are few ways to compare them even now and there likely won't be any in the future.Eventually everyone dropped DX9 for DX10/11 and we could no longer make comparisons.
You can also find developers that think dx12 is better because you have more explicit control.