Kaapstad
Active member
No that's not right.
I can tell you quite easily why DX12 is problematic.
Decades of driver code vs potentially a single person/small team who's never wrote a driver before. It's going to take years for this to mature, but it's a step in the right direction.
That is my point, the Game devs are not spending the money and getting their act together which is quite disgusting considering how much money they rake in from some of these games.
How long do they need to get DX12 working, at this rate there will be a totally new API to use by the time they get close.
For one new game release I read that the game dev decided DX12 was not worth it and went back to using just DX11 as there was little benefit in the newer API.
Gamers should demand a lot more than the rubbish they have to put up with when new games are launched with dodgy APIs and terrible bugs.
I think it is absolutely disgusting where the industry is going with mega expensive hardware and overpriced software.
Yep, what SPS said. DX12 in itself is not buggy, does not limit mGPU support in any way, and can be far less memory hungry than older APIs. The very first implementation of DX12 we got was actually excellent, in the Battlefield games, where it delivered *major* benefits to hardware that actually supported DX12, same with Mantle. And no, Mantle is not "In no new games", it's actually in quite a lot, in fact, some next gen engines (Including idTech7) use Vulkan/Mantle *exclusively*:
https://en.wikipedia.org/wiki/Vulkan_(API)#Software_that_supports_Vulkan
It's also quickly becoming the prominent API on MacOS through the MoltenVK layer.
You have to differentiate between the *technology* and an *implementation* of the technology. Low-level APIs like DX12 and Vulkan are initially meant for giant developer teams, several hundred strong multi-billion dollar teams, like DICE, with direct collaboration with hardware vendors. Unless developers essentially rewrite half a GPUs driver for every type of architecture there's not gonna be a whole lot of benefit to a DX12 implementation, developing a DX12 backend can be faaaaaaaaaar more work and far more complicated than creating the game itself. It'll take time to build up libraries and resources that are both optimised enough & clean enough for more normal sized developer teams to start using it properly.
Saying DX12/low-level APIs are bad because the incredibly mature DXold platform can still keep pace with the relatively young implementations of both hardware & software is like someone in 1900 saying cars are pointless technology because horses can still be faster. Most GPUs on the market don't even have proper DX12/Vulkan hardware support yet, and even NVidia's latest and greatest miss what many consider to be key features of it.
You have to think about the costs, is it really worth doubling a games budget to implement a DX12 backend that most hardware can't use properly. For most developers now, no it clearly isn't, but that's not their fault.
I have absolutely zero sympathy for game devs on this.
If they can not get DX12 right in a game they should not even include it and tell Microsoft where to put it.
There is no excuse in any business to produce products that are of unacceptable quality.
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