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DirectX 12 Is A Misconception? Possibly True.

DirectX 12 Is A Misconception? Possibly True.

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VIto_1
Junior Member
30
01-22-2017, 08:08 PM
#21
Brings back memories of getting my second 680, when someone told me I already had it and said, "Oh your sleeve them." That made me pause and wonder, "What the hell is a sleeve?"
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VIto_1
01-22-2017, 08:08 PM #21

Brings back memories of getting my second 680, when someone told me I already had it and said, "Oh your sleeve them." That made me pause and wonder, "What the hell is a sleeve?"

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stoneeee
Member
61
01-22-2017, 09:55 PM
#22
Hey there, the challenge with multi-threading in game engines isn’t just one core talking to the GPU in DirectX 11—it’s a bigger issue. Many developers, including Epic, mentioned in Unreal Engine 3 that only a few tasks could be threaded due to time constraints. Factors like sound effects, animations, and other elements limit how much can be done. Benchmarks are designed for this kind of testing because they focus on performance under load, not full game execution. They’re built for synthetic tests, not complete games. You might see great visuals and solid framerates in 3DMark, but running a full title like Final Fantasy XIII can feel sluggish. The same applies to other engines—developers often face tough choices between speed and stability. Issues with multi-GPU support are common, as seen in Dead Rising 3, Wolfenstein: New Order, and Elder Scrolls Online. It seems DirectX 12 has potential, but whether it truly simplifies multithreading remains uncertain. The real question is whether the industry made progress or just added more complexity without clear benefits.
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stoneeee
01-22-2017, 09:55 PM #22

Hey there, the challenge with multi-threading in game engines isn’t just one core talking to the GPU in DirectX 11—it’s a bigger issue. Many developers, including Epic, mentioned in Unreal Engine 3 that only a few tasks could be threaded due to time constraints. Factors like sound effects, animations, and other elements limit how much can be done. Benchmarks are designed for this kind of testing because they focus on performance under load, not full game execution. They’re built for synthetic tests, not complete games. You might see great visuals and solid framerates in 3DMark, but running a full title like Final Fantasy XIII can feel sluggish. The same applies to other engines—developers often face tough choices between speed and stability. Issues with multi-GPU support are common, as seen in Dead Rising 3, Wolfenstein: New Order, and Elder Scrolls Online. It seems DirectX 12 has potential, but whether it truly simplifies multithreading remains uncertain. The real question is whether the industry made progress or just added more complexity without clear benefits.

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HC_Andi
Member
74
01-22-2017, 11:28 PM
#23
It might seem optimistic, but I’m hoping DX12 will let developers improve games just as they do for BF4. If each DX12 title behaves similarly, my FX will stay functional for a much longer time before I have to upgrade.
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HC_Andi
01-22-2017, 11:28 PM #23

It might seem optimistic, but I’m hoping DX12 will let developers improve games just as they do for BF4. If each DX12 title behaves similarly, my FX will stay functional for a much longer time before I have to upgrade.

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Shnakan
Junior Member
14
01-27-2017, 07:56 PM
#24
I’m not convinced. Mantle was pushed by DICE alongside Frostbite 3, which explains its delayed release. DX12 would need a complete overhaul of the engine and game, something I think they won’t pursue.
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Shnakan
01-27-2017, 07:56 PM #24

I’m not convinced. Mantle was pushed by DICE alongside Frostbite 3, which explains its delayed release. DX12 would need a complete overhaul of the engine and game, something I think they won’t pursue.

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mat_fram
Posting Freak
776
01-27-2017, 10:08 PM
#25
I believe the previous discussion got a bit off track. I’m aiming for newer titles using DX12 that match the performance of BF4, not adding DX12 to BF4.
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mat_fram
01-27-2017, 10:08 PM #25

I believe the previous discussion got a bit off track. I’m aiming for newer titles using DX12 that match the performance of BF4, not adding DX12 to BF4.

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