Hitman's DirectX 12 mode is highly unstable

WYP

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Hitman's DirectX 12 mode is highly unstable, causing crashes, freezing in the game menus and even adds a 60Hz framerate cap on AMD GPUs.

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Read more on Hitman's unstable DirectX 12 implementation.
 
They are not fully optimised at a game engine level, these are just patches. When these games were developed they were created with dx11 as the core api. So like I say the engine is not 100% utilising the new api. Comparing any game built on DX11 to a patched DX12 is just pointless imho. Its like replacing the foundation of your house and expecting it to be better and the house remain intact.
 
They are not fully optimised at a game engine level, these are just patches. When these games were developed they were created with dx11 as the core api. So like I say the engine is not 100% utilising the new api. Comparing any game built on DX11 to a patched DX12 is just pointless imho. Its like replacing the foundation of your house and expecting it to be better and the house remain intact.

Not all implementations are bad. It depends on a lot of things as SPS would say.
Only games I know of built on DX12 are AotS and GoW. AotS is obviously the best example of DX12 right now, GoW would have been better but was technically limited by using the UWP standard, which is the root of many of it's problems.
 
Not all implementations are bad. It depends on a lot of things as SPS would say.
Only games I know of built on DX12 are AotS and GoW. AotS is obviously the best example of DX12 right now, GoW would have been better but was technically limited by using the UWP standard, which is the root of many of it's problems.

Unless the game engine is built to natively work with DX12, then no one is going to get the best out of it game wise. We have some time yet before devs get the engines utilising the API properly.
 
Unless the game engine is built to natively work with DX12, then no one is going to get the best out of it game wise. We have some time yet before devs get the engines utilising the API properly.

Well then argue with SPS on that. He has said before it depends on stuff(don't remember what it was called:p) Devs already have gotten the most out of it. Look at AotS. I'm sure there are more games in development that we haven't heard about. I'd wait till GDC for more DX12 game announcements(according to AMD)
 
Well then argue with SPS on that. He has said before it depends on stuff(don't remember what it was called:p) Devs already have gotten the most out of it. Look at AotS. I'm sure there are more games in development that we haven't heard about. I'd wait till GDC for more DX12 game announcements(according to AMD)

Hmm not sure I know what you mean? Wraith is right and I've said it numerous times before that the engine must be built on DX12/Vulkan from the ground up.
I don't know whether Hitman was or not though.
 
Hmm not sure I know what you mean? Wraith is right and I've said it numerous times before that the engine must be built on DX12/Vulkan from the ground up.
I don't know whether Hitman was or not though.

You said it had something to do with the CPU pipeline? Something with the CPU I know for certain you said that. It was quite a bit of time ago. I know obviously it wouldn't be as great of an implementation compared to from the ground up but can still be am improvement nonetheless
 
You said it had something to do with the CPU pipeline? Something with the CPU I know for certain you said that. It was quite a bit of time ago. I know obviously it wouldn't be as great of an implementation compared to from the ground up but can still be am improvement nonetheless

You're probably thinking of when I said that DX12 isn't a massive GPU perf win, instead it should reduce CPU cost. In theory, a CPU bound system with a lower end CPU should see FPS gains if the engine was rewritten from DX11 to DX12. Of course this assumes that the game is only CPU bound by rendering command submissions which is probably quite rare.

As far as I'm concerned DX12 (and especially) Vulkan are a step in the right direction but are not some magical performance-boosting APIs.
 
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