![]() I don't know how well DX12 is "benefiting" from the trend of wrapping D3D11 either instead of having a fully native implementation, Deus Ex Mankind Divided and Rise of the Tomb Raider eventually saw some nice gains via patches and they do have some other advantages such as memory usage and keeping that near the GPU's maximum and then a few API standards such as flip mode presentation although that's mainly windowed or borderless and stuff like full-screen optimizations and Game DVR hasn't exactly been smooth. NVIDIA in particular has really accelerated support and improvements for VLK although bleeding edge is currently a separate driver branch and then these get merged into the main drivers over time though both DX12 and VLK are currently having a fairly low adaption rate but it's coming, DX10 and DX11 started out slowly too and then gradually expanded plus these are more complicated lower level API's so it will take time. Vulkan seems to be where both are gaining though, open source and several active contributors, AMD and NVIDIA for example but also from others plus Linux and PC and it scales back to Windows 7 at least as long as the platform update is installed I think. ![]() I think that's mainly Fermi and below far as hardware goes and I need to look that up better because I think some or most of the initial woes were resolved via later drivers, software wise well the primary gain on AMD is multi-threading and CPU load improvements, they don't do deferred contexts very well for one thing though I still need to look up more info on exactly how badly this affects them performance wise under D3D11 and especially in newer games.
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