![]() The result: a RTS game that can show tens of thousands of actors engaged in dozens of battles simultaneously. The game “ Ashes of the Singularity” is a good example of a game that bakes DirectX 12’s capabilities into the design itself. Over time, we expect that games will build DirectX 12’s capabilities into the design of the game itself, which will lead to even more impressive gains. The reason we mention “up to” is because every game is different – the more of the various DirectX 12 features (see below) a game uses, the more optimization they can expect. We expect such engine developers to achieve up to a 50% CPU reduction while improving GPU performance by up to 20%. Rather than completely overhauling their engine to take full advantage of every aspect of the API, they will start with their DirectX 11 based engine and then port it over to DirectX 12. ![]() Typically, when game developers decide to support DirectX 12 in their engine, they will do so in phases. These new techniques can lead to a tremendous increase in expressiveness and optimization opportunities. To elaborate, DirectX 12 is a paradigm shift for game developers, providing them with a new way to structure graphics workloads. We expect that games that use DirectX 12 will:ġ) Be able to write to one graphics API for PCs and Xbox OneĢ) Reduce CPU overhead by up to 50% while scaling across all CPU coresĤ) Realize more benefits over time as game developers learn how to use the new API more efficiently We’ve seen articles questioning whether DirectX 12 will provide substantial benefits, and we’ve seen articles that promise that with DirectX 12, the 3DFX Voodoo card you have gathering dust in your basement will allow your games to cross the Uncanny Valley. We’re very pleased to see all of the excitement from gamers about DirectX 12! This excitement has led to a steady stream of articles, tweets, and YouTube videos discussing DirectX 12 and what it means to gamers. For a personal message from our Vice President of Development, click here. Today, we’re excited to announce the fulfillment of these ambitious goals! With the release of Windows 10, DirectX 12 is now available for everyone to use, and the first DirectX 12 content will arrive in the coming weeks. When we set out to design DirectX 12, game developers gave us a daunting set of requirements:ġ) Dramatically reduce CPU overhead while increasing GPU performanceĢ) Work across the Windows and Xbox One ecosystemģ) Provide support for all of the latest graphics hardware features Since that time, we’ve been working tirelessly with game developers and graphics card vendors to deliver an API that offers more control over graphics hardware than ever before. What kind of performance gains we will get from Dx12 remain to be seen in MSFS 2020.It’s been less than 18 months since we announced DirectX 12 at GDC 2014. Effectively, by supporting asynchronous compute, latency is reduced resulting in better graphical performance. The reason for the seemingly large amount of resources and time it is taking Asobo to support Dx12 is a classic case of, “easier said than done” DirectX 12 will potentially open up some new performance gains for multi-CPU users (able to spread rendering work across multiple cores) but it requires a lot of work from Asobo to support it.Ĭoupled with another highly anticipated feature in DirectX 12 asynchronous compute, it allows compatible cards to perform multiple operations at once on the card itself. Traditionally, games on DirectX 11 and below could only support a maximum of 4 cores (as evident in the current Dx11 version of MSFS 2020). One of which is support for multi-CPU and multi-GPU setups. To understand why DirectX 12 support is such a big deal, you have to understand two of its big features. No release date is given for Dx12 support.Sebastian goes to say that it won’t provide big performance increases but quickly corrects himself. ![]() Rendering work is already handled in a separate process/core.Dx12 support is being added for things like ray tracing and new effects.It’s not going to be for performance reasons mostly. ![]() There is a big team working on DirectX 12 support and they have been working on it for a while.If you’re time scarce or don’t want to watch the video, basically DirectX 12 support is summarised: ![]()
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