Deus Ex: Mankind Divided - DX12 patch
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Pete J
RavenMaster
No multi-GPU support for DX12... ffs the game got delayed from February to Augest and its still not completely out of beta in October =/
GeniusPr0
maxallepi
Any gains from DX12 compared to DX11 with this patch? Just curious
JonasBeckman
For AMD there's some gains, works pretty well now though still stutters a bit in Prague itself as you move between the various zones there and it streams data around.
For Nvidia well I can't check it myself but going by the Steam forums results are pretty varied and they're even more varied when it comes to the multi-GPU implementation they're currently testing.
anub1s18
can only speak for nvidia maxwell's but my card takes a minor hit(1-3fps, also some minor stutters), as they said no graphical difference so i'm running dx11
ivymike10mt
I tried DX12 Beta Multi-GPU version. Works bad for me..
Lags, stutters, low FPS, and crashes on the end.
I'm back to DX11, with Overwatch SLI bits.
Works better, and more responsive, especially with higher resolutions like mine.
Anyway.. I'm little dissapointed with DX12 SLI Support.
I'm glad i don't wait another month till DX12 supports was relased.
I already finished the game, and i like it, looks beautifull, have good plot, as well as music and artworks.
maxallepi
claydough
Haven't been following dx 12 releases to carefully just light perusal of articles/reviews if the news happens to cross my reading list/routine for the day...
But so far I don't seem to get the impression that dx12 offers any real broad performance advantage so far. Perhaps I have just been unlucky in my experiential luck and there are many examples of dx 12 optimization lighting up the industry?
On the other hand if it is a matter of a hard task of getting up to speed with the complexity of low level code strategies...
I wonder if the ease that high level shading languages represented might actually represent the greater development advantage in the long run?
It's not as if throwing more complexity responsibility adding to the developer's burden, has historically resulted in less bugs, vaporware, development time, feature creep, resource drain, bankruptcy and angry Internet rage? ( it's a feature )
Does DX 12 have an alternative HLSL path for developers who would prefer bypassing all the wonders of low level optimization in favor of abstraction ease?
claydough
or is that just dx 11? 🙂