DirectX 12 Is A Misconception? Possibly True.
DirectX 12 Is A Misconception? Possibly True.
We've been misled about our CPU's before, often assuming just one core. This YouTuber explains the topic in a fascinating way—check out the link after the video: http://nichegamer.com/2015/03/brad-warde...rts-games/
I don't really feel this way. It would suggest tools meant for tracking CPU usage would also be dishonest. Tools that have no interest in gaming. I understand some games run on just one core because the developers are sloppy. There are also games that are very intricate yet perform smoothly like BF4 since the devs aren't lazy. The difference won't be as big as 8 to 60 frames per second.
We've been misled about how DirectX 11 utilizes CPU cores for gaming. It's widely believed that exceeding four cores offers minimal gain, focusing instead on IPC per core as the key metric. The newer features in DX 12 and Mantle are praised for their CPU handling, though most titles don't rely heavily on more than two cores anymore.
Developing a game that efficiently utilizes DX11 and distributes tasks across multiple cores remains quite challenging. Achieving optimal performance with simple, reliable solutions is the preferred approach for developers, as it relies on proven methods. Investing long hours in troubleshooting isn’t worth it when you can focus on refining what you already understand. DX12 aims to simplify this process while minimizing disruption to rendering workflows compared to earlier versions. We’re eager to witness games adopt native DX12 support and explore the potential performance improvements across different hardware setups.
A significant amount of work is reduced once the game's engine is built for DirectX. Once that stage is passed, companies can dive into more complex development areas, though they often end up altering many lines of code—something they should avoid unless they’re prepared to spend weeks fixing issues. Battlefield performs smoothly on multi-core systems because the Frostbite engine was designed with that in mind. I appreciate UE4 for beginning to support DX12 from its foundation, which helps developers deliver products more efficiently.
If you're worried about DX11's weak multi-core handling, you don't have to worry much about what people say. It doesn't offer strong performance across multiple cores, and the available software is quite limited—mostly focused on graphics, not much else. Yes, there are improvements that can boost performance by up to ten times in certain areas like draw calls. Try to avoid getting tired of hearing those terms after reading the Futuremark 12 reviews.
DX 12 represents a positive advancement. Appreciate AMD and the team behind it for challenging Microsoft and driving progress in Direct3D.
That would just be the draw calls themselves. There’s no doubt about that. We’re all aware that draw calls are extremely limited in dx11. It’s around 15,000 compared to roughly 150,000 on consoles. This doesn’t mean some games won’t function properly, since it’s clear many do.