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Hitman 2: PC graphics DX12 (v2.20) performance update





Hitman has seen many chapters, the latest is Hitman 2 released a while ago. The company added DX12 compatibility and we take a quick view on how that shapes up to be with both an Intel as well as a Ryzen platform on a quicky one-page review.
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Aura89
Senior Member
Posts: 8141
Senior Member
Posts: 8141
Posted on: 04/02/2019 06:28 PM
Yes, this is the issue. Sounds like you finally understand. The rest of your post implies you don't, but i'm hoping that first sentence will break through.
Most developers even today go for DX11 over 12.
Yes, this is the issue. Sounds like you finally understand. The rest of your post implies you don't, but i'm hoping that first sentence will break through.
Denial
Senior Member
Posts: 13233
Senior Member
Posts: 13233
Posted on: 04/02/2019 06:53 PM
The rest of his post is basically in agreement with the bottom of yours. DX12 hands the developer a ton of responsibility once handled automagically by Microsoft/Nvidia/AMD. On consoles with one standard hardware implementation it's easier to debug that responsibility, find the issue/performance degradation and fix it. On PC the same issue might present itself differently across a variety of configurations, requiring either a separate codepath for each configuration or "catch all" fix that may not be as clean as if it was with a single configuration - making it not only harder to find (you need to test all different configs) but harder to fix it once you found it.
That on top of what you said (that developers are integrating DX12 after they already built the game for DX11) definitely adds to the complexity/issues.
DX11 was always supposed to coexist with DX12 - I don't see that changing. I think most of the larger devs have been getting progressively better at DX12 though - Battlefield and Division both have come a long way since their first go.
Yes, this is the issue. Sounds like you finally understand. The rest of your post implies you don't, but i'm hoping that first sentence will break through.
The rest of his post is basically in agreement with the bottom of yours. DX12 hands the developer a ton of responsibility once handled automagically by Microsoft/Nvidia/AMD. On consoles with one standard hardware implementation it's easier to debug that responsibility, find the issue/performance degradation and fix it. On PC the same issue might present itself differently across a variety of configurations, requiring either a separate codepath for each configuration or "catch all" fix that may not be as clean as if it was with a single configuration - making it not only harder to find (you need to test all different configs) but harder to fix it once you found it.
That on top of what you said (that developers are integrating DX12 after they already built the game for DX11) definitely adds to the complexity/issues.
DX11 was always supposed to coexist with DX12 - I don't see that changing. I think most of the larger devs have been getting progressively better at DX12 though - Battlefield and Division both have come a long way since their first go.
HardwareCaps
Senior Member
Posts: 452
Senior Member
Posts: 452
Posted on: 04/02/2019 08:01 PM
The rest of his post is basically in agreement with the bottom of yours. DX12 hands the developer a ton of responsibility once handled automagically by Microsoft/Nvidia/AMD. On consoles with one standard hardware implementation it's easier to debug that responsibility, find the issue/performance degradation and fix it. On PC the same issue might present itself differently across a variety of configurations, requiring either a separate codepath for each configuration or "catch all" fix that may not be as clean as if it was with a single configuration - making it not only harder to find (you need to test all different configs) but harder to fix it once you found it.
That on top of what you said (that developers are integrating DX12 after they already built the game for DX11) definitely adds to the complexity/issues.
DX11 was always supposed to coexist with DX12 - I don't see that changing. I think most of the larger devs have been getting progressively better at DX12 though - Battlefield and Division both have come a long way since their first go.
Consoles have their own unique software specifically designed for low level access, the device is exactly the same across all users so same core counts, GPU performance and memory architecture.
Big studios with in-house built engines and skilled developers can handle DX12, medium sized to indie studios can't.
The rest of his post is basically in agreement with the bottom of yours. DX12 hands the developer a ton of responsibility once handled automagically by Microsoft/Nvidia/AMD. On consoles with one standard hardware implementation it's easier to debug that responsibility, find the issue/performance degradation and fix it. On PC the same issue might present itself differently across a variety of configurations, requiring either a separate codepath for each configuration or "catch all" fix that may not be as clean as if it was with a single configuration - making it not only harder to find (you need to test all different configs) but harder to fix it once you found it.
That on top of what you said (that developers are integrating DX12 after they already built the game for DX11) definitely adds to the complexity/issues.
DX11 was always supposed to coexist with DX12 - I don't see that changing. I think most of the larger devs have been getting progressively better at DX12 though - Battlefield and Division both have come a long way since their first go.
Consoles have their own unique software specifically designed for low level access, the device is exactly the same across all users so same core counts, GPU performance and memory architecture.
Big studios with in-house built engines and skilled developers can handle DX12, medium sized to indie studios can't.
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Senior Member
Posts: 452
It makes sense..... because that's what DX12 is... developers have to control frame pacing, handle GPU & CPU instructions and memory....
basically more places to mess up for developers and more resources required to produce a product.