![]() This is why we see the erratic results across different vendors and different gens and brackets of the same gen of cards. Its still a DX11 engine with DX12 addons. Now you are talking about the Frostbite engine I am assuming here because this is a Deux thread. LOL just asking what happened to async compute I thought that was the great performance gainer for DX12? Sorry had do some gentle ribbing there Now lets not keep banging on a broken drum. And a certain marketing group took FULL advantage of that and used it to their benefit (which in my view was a brilliant move, as there are still residual effects of this marketing today). This was the problem in the past because there wasn't enough information out there and the knowledge base wasn't there for most programmers to comment on it either as it was too new. Zion there is a problem with that statement, because you don't understand the programmer's paradigm when it comes to DX12, I think it has been talked to death and still people don't understand it because they are NOT programmers lol, they never will understand it and they will blindly follow what they "think" is correct even though there is much evidence to the contrary.ĭo you want to talk about async compute? Do you want to talk about the different queues in DX12? if you want to make blank statements like you just did, you might want to learn about those things first before you talk about what DX12 (or LLAPI's in general) is and if it favors or doesn't favor a certain IHV's.
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