Slimebeast said:
Is that because they are games developed and designed for Dx11? With upcoming games designed primarily for DX12 it will be the opposite instead, there will be some performance advantages, right? Compute something or what was it? Run CPU tasks on the GPU (although that wouldn't help CPU bound games)? Or have I just drunk some kool-aid. Please elaborate lol. |
First of all, after writing that I was told that this wasn't true and that performance improved when moving from DX11 to DX12. That is true in some cases, but not in others:
http://www.guru3d.com/articles-pages/hitman-2016-pc-graphics-performance-benchmark-review.html
1080p DX11
1080p DX12
Now, regarding your question. The problem we have is that there aren't many DX12 games available, and even less DX12 only games. But I would say that it's more a case of devs/publishers willing to invest in making proper DX12 modes versus others that only the bare minimum to be able to use the DX12 tag as a selling point.
Part of the benefits of DX12 is to avoid CPU bottlenecks (that Mantle's primary task, and DX12 & Vulkan come in one way or the other from it), but also brings new techs and tricks, one of them being Asynchronous Computing or A-Sync Compute where AMD's GCN hardware excels. But that is only part of DX12.
Honestly, I don't know how long it will take until DX12 is the base API for the upcoming games. If it was in MSoft's hands, it would have happened one year ago, but that's not how it works. In my opinion, I'd say that DX11 will still be the main platform the next three or four years, because the market is still dominated by DX11 capable cards.
Please excuse my bad English.
Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070
Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB
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