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Αναφορά προβλήματος μετάφρασης
Pretty much across the board with games; so where is the issue?
And by the time DX12 is here to where we require it to run our newest games, we'll be looking ahead at already being to the point where GTX 1100 or 1200 series are coming...
And it all requires Win10 64bit, so that comes first.
The problem is that DX12 is far from perfect implementation. It will be a few years until DX12 will be widely used. It is also far from perfect, with many kinks that need to be worked out.
Getting a GPU now, based on DX12 performance, is silly. By the time it is the main DX to use, there will be a newer generation of GPUs to use as well.
Also, do they have any plans to reveal a card that can beat the GTX 1070? I read somewhere that the RX490 is going to rival the GTX 1080, but never read anything about there being a card rivaling the GTX 1070. Is that true? Thanks!
No, a videogame needs Vulkan or/and DX12 async compute for AMD to benefit. Vulkan (Khronos) is not part of DX12 (Microsoft). Buy a GPU that works well in your situation, if you really care about DX12 that much AMD is the way to go, AMD cards also tend to scale better at higher resolutions moreso when Vulkan and DX12 are added to the mix
similar to mantle, but with much more suport
atleast ogl has a few games/engines that support it
https://en.wikipedia.org/wiki/List_of_OpenGL_programs
I know what you mean but the wording that an API uses another API bothers me...
ex. glide wrapper coverts glide to ogl or dx/d3d
even if it is a monopoly, they will need to compete with their own price/performance curves
prev top gen gpus prices drop so the newer similar performing gpus will need to match that
alot like what intel has done with their cpu prices
That is not how Vulkan works.
It's one API implementation... Yes, it has some similarities but it is NOT OpenGL and it isn't running off of it.
Vulkan was a ground up design and Khronos Group is rather proud of that fact as well.
They are even continuing development for OpenGL separately, as Vulkan is not a direct replacement either.
Yes, but tha it the best way to kiss performance goodbye.
on games that were designed to use glide/ogl, using glide/ogl wrapper to convert it to dx would increas its performance by alot, over double in some cases
the wrapper running on an independant thread can use its own core, reducing the load on the game dependant cores
if the game is optimized for glide/ogl that will give a boost
and if the gpu is optimized for dx that gives another boost
Last time I checked, we were talking about DX12 and Vulkan was brought into the discussion, due to being similar low-level API design...
Why are you talking about Glide emulation? Again, this has nothing to do with how Vulkan works.
And if you use a framework/heavy wrapper with its own approach to things that must be CONVERTED to the native, then look for massive loss. All those things are used for developer convenience as it increases code reuability and shorten dev cost by really much. And allow separation of work too. Also easy switch to a different raw API. And in practice the area with measurable perf loss may be limited to a few points -- possibly those get rewritten to variants of native going around the usual ways.