>introduces stutter
>needs a long ass shader compilation
>runs like shit
>often all fixed by forcing DX11 mode while getting more fps
What was the point of this shit again? Raytracing?
>introduces stutter
>needs a long ass shader compilation
>runs like shit
>often all fixed by forcing DX11 mode while getting more fps
What was the point of this shit again? Raytracing?
You are probably an AyyMD poorgay
Shader caching is an issue that affects all GPUs
ur poor lol
I am telling the truth DOE. Sure my best Nvidia GPU is just a 3060ti, but it's still the case
>DX11
>not DX9
hell even DX8 is superior. Anyone trying to argue for double digits dx version is a fricking zoomer.
What's wrong with DX11?
idk no async compute?
its not dx8
dx8 has moar frames
D3D11 is a high-level API, and it does some things backwards to how modern hardware works. Either as a legacy thing, or even possibly intetionally to make developers have to pick between supporting D3D11 well, or supporting OpenGL AZDO.
Microsoft didn't want to get left behind allowing Vulkan to be the low-level graphics API for open platforms.
They've put themselves into the position where their public facing business has to duplicate all the work the rest of the industry does.
Microsoft knew that Vulkan was coming, and rushed D3D12 out half-baked in order to get ahead of it and claim they were there first.
Which is why it is basically an inferior subset to Vulkan's low-level capabilities, and why you can get a better D3D12 experience using VKD3D.
Devs are too used to DX11 babysitting them and can't handle DX12's lower-level approach
the point of it was giving developers more control of the optimization and less on the gpu drivers like DX 11 was to be more closer to the metal like consoles. the mistake was assuming developers want to take the time to optimize it.
isn't it almost completely abandoned by now? it's like over 10 years old tech
But Vulkan also has ray tracing.
Devs frick up their Vulkan renderers too.
The entire problem is Epic Games. Because UE's DX12 renderer is littered with problems it gets inherited by everyone using the engine.
the last of us is on UE?
Wouldn't know, I don't play Sony games. The point isn't that other people can't frick it up, the point is that because Epic fricked it up, it's now a problem that's ruining PC gaming as a whole.
While I agree that Epic has been lazy around DX12 for too long to put the blame completely on Epic is stupid, other non UE games have issues too
It stems from DX12/vulkan aren't just a simple switch and while it can be more powerful it also leaves plenty of room for issues
>Raytracing?
Not even. They wanted to try to beat Mantle/Vulkan to the punch but failed.
At this point MS should just throw DirectX out the airlock, give Valve the Xinput API for the Steam Controller API intergration purposes, and be done with DirectX. The last good one was 8.
the point of dx12 along with vulkan is to provide developers a way to further enhance their games, if they give the chance to learn about these apis of course
Why on Earth would anyone willingly learn DX12 when Mantle/Vulkan is LITERALLY crossplatform and not MS/X-box, Windows exclusive?
Mantle won, the fact that MS continues to do small updates to DX12 and developers STILL can't fricking optimize the thing while Vulkan will run like butter just proves Poojets need to give up on DX.
competition is good for us consumers
but what about brand loyalty tribalism?
Competition belongs in the standardization process between VK_NV_EXT_to_do_thing and VK_VALVE_EXT_better_way_to_do_thing_everywhere.
Proprietary single-platform APIs should frick off.
why? you only need 1 car. 1 computer. one source of eggs and cheese. what's the point of 9001 different options? it only confuses consumers and stresses them out, wondering which one is the best. It makes life harder having so many options, and favors those living a life of luxury and abundance so they can research the options or pay someone else to do it. Having options is bad for the common man. Pretty much always there's only 1 right answer and infinite wrong answers, so why make things harder than they need to be?
shalom
yeah israelites hate capitalism
I'm Intel Nvidia and I still only go Vulkan when I have the option. I get way better performance out of Vulkan.
can anyone explain to this moron why shaders need to be compiled in DX 12 but not in DX11?
They’ve always needed to be compiled, but the handling of it used to be done by the API, and the new compilers are way slower.
Been looking for an answer to this exact question. The straightforward answer is that DX11 had to compile shaders too. The actual reason that it sucks so hard now is that under the new low level APIs, the compilation is more aggressively optimized so it's way slower.
So is DX13 going back to the DX11 style babysitter mode? Because it's pretty obvious that gake devs can't be trusted to do even the most basic shit.
The future is probably high-level APIs implemented in a vendor neutral way on a common low-level API.
DXVK
VKD3D
Zink
etc.
Microsoft would have a tough time pushing their new high-level API if it was Windows-only, and there is nothing stopping Valve from using DXVK to make a D3D11+ that would be more familiar for developers.
>game devs moan and b***h how they need a low level API to get more performance from hardware and how drivers are limiting them
>GPU vendors give low level API to game devs
>turns out game devs are shit at optimizing code
>low level API makes it difficult to fix game dev errors with drivers
Who would have thought?
Why doesn't Valve make a new Source engine with Vulkan support to compete with UE?
>Valve
>doing anything anymore
>implying valve isn't putting in the work to get proton going as a legitimate windows replacement
>frog posting 2011+13
>ishygddt
Source 2 has Vulkan support. You can play Half Life Alyx with a Vulkan renderer. The problem is that it tremendously sucks ass. Performance is literally nauseatingly awful, you get large stutters all over the place. These don't seem to be shader compilation stutters but traversal stutters so they don't go away.
>hey, we're going to give you guys more freedom and responsibility to optimize your games! You have to do more manual tweaking but the potential gains are much greater!
>AAAAAAAAAGH, I CANT INTO BASIC RESOURCE ALLOCATION AND BUFFERING, HELP ME DX11
Incompetent devs deserve the rope