Good interesting article.
I don't think DX12 is really going to be all that big a deal and mostly just be a wash. I don't think an API that slows things down unless the hardware manufacture optimizes it is really a move forward at all. I mean why do standards (which is what an API is) exist at all if clearly no one follows anything. (hence needing optimization all the time)
DX 12 allows low level access so its really up to the developer to get in and get their hands dirty making things go. Relying on the hardware guys to optimize everything for every title is just going to lead to more shortcuts then optimizations. I think DX12 is an API where every game released will have to be judged on its own merit, cause some DX12 titles are going to be lean an mean and have the potential to be blazing fast, and if developers just go in and change some file headers to use there High level DX 11 calls under DX 12 they will take a performance hit as we see here. (that is the real issue not optimization imo, its that this developer just turned a bunch of High level DX 11 code into DX 12 calls)
I don't think DX12 is really going to be all that big a deal and mostly just be a wash. I don't think an API that slows things down unless the hardware manufacture optimizes it is really a move forward at all. I mean why do standards (which is what an API is) exist at all if clearly no one follows anything. (hence needing optimization all the time)
DX 12 allows low level access so its really up to the developer to get in and get their hands dirty making things go. Relying on the hardware guys to optimize everything for every title is just going to lead to more shortcuts then optimizations. I think DX12 is an API where every game released will have to be judged on its own merit, cause some DX12 titles are going to be lean an mean and have the potential to be blazing fast, and if developers just go in and change some file headers to use there High level DX 11 calls under DX 12 they will take a performance hit as we see here. (that is the real issue not optimization imo, its that this developer just turned a bunch of High level DX 11 code into DX 12 calls)