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A new DirectX brings new (universal) features to the SDK, it doesn't unlock new hardware power. It provides specific code for use on different gpus and software emulation for missing hardware features. It doesn't unlock previously unused ray trace units or superfog chips (whatever that is). It makes it easier to implement those effects without programmers having to worry about the different implementations on different cards.
Good news for cross pc console development, but it's still more efficient to use low level coding specific to the gpu in question.

Ofcourse DirectX 12 could have more efficient code for use with the X1 gpu than DirectX 11 or whatever it uses now. I wouldn't expect a big difference though.