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Jun 24, 2021 at 13:35 vote accept Yola
Jun 24, 2021 at 4:44 answer added Chuck Walbourn timeline score: 5
Jun 24, 2021 at 4:18 comment added Chuck Walbourn If you need Shader Model 6, DirectXRaytracing, or other 12+ only features then you have to use DirectX 12, but it's not a super friendly API for those who are not already DirectX experts. That said, if you can use DirectX Tool Kit for DX11, you'll find the transition to DirectX Tool Kit for DX12 doable if you stick with the basics for the most part... We've had a number of non-graphics folks have good luck with that jump because it does deal with most of that "low-level shenanigans" for managing upload, object fences, basic drawing, etc.
Jun 24, 2021 at 1:02 comment added Soonts @ChuckWalbourn DX12 is also needed if you need shader model 6 shaders. In my case it was wave intrinsics. I have D3D 11 feature level 12.1, not enough, SM6 requires D3D 12 and all these low-level shenanigans I don’t really need.
Sep 16, 2017 at 13:06 history edited DMGregory
Removing update meta-tag, as discussed here https://gamedev.meta.stackexchange.com/a/2510/39518
Mar 31, 2017 at 6:12 comment added Chuck Walbourn See DirectX Tool Kit for DirectX 12 for some ideas. As others have stated, you probably should be using DirectX 11.
Mar 28, 2017 at 23:14 comment added Justin William Stanley Bryant I agree with Sheep and Balint, DX 12 is only needed if you have cpu overhead issues, sure some of the advanced things like async compute and bindles resources can help but. In fact if you use it wrong then your perf will be lower than using DX11. If you are stuck here I would really go have a look at DX11. Why did you pick DX12?
Mar 28, 2017 at 11:58 history edited Yola CC BY-SA 3.0
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Mar 28, 2017 at 9:46 history edited Yola CC BY-SA 3.0
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Mar 28, 2017 at 7:43 history edited Yola CC BY-SA 3.0
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Mar 28, 2017 at 7:33 comment added UnholySheep In that case it's somewhat unclear what you want to do differently for your cloth simulation rendering (e.g.: what should be different from the way you render other objects, what have you tried doing and where are the problems).
Mar 28, 2017 at 7:07 comment added Yola @UnholySheep i spent a lot of time to start with DirectX12, and now i have simple rendering system using it, and i would like to continue this way:)
Mar 28, 2017 at 7:04 comment added UnholySheep Slightly off-topic: If you are new to graphics development you should most likely prefer using DX11. DX12 is intended for performance intensive applications (e.g.: games) and requires a lot of manual management from the programmer (while in older API versions those are handled by the OS and drivers).
Mar 28, 2017 at 6:42 history asked Yola CC BY-SA 3.0