Now, many devs are smart about this and make the user wait a few minutes in the menu while the games prepares the shaders in the background, and with the shaders ready beforehand the game doesn't stutter when you start playing. On consoles that's not an issue because every machine is the same, but on PC that means the game needs to do shader compilation on each PC. The downside is that it's harder to work with less abstraction so devs can make more and worse mistakes with it plus the fact that they can't ship generic shader code that will run on anything like they could with DX11, the shaders have to be compiled specifically for each machine. less abstraction in the code, which in theory can mean better performance) similar to the APIs used by the consoles, so Microsoft delivered that with DX12. Devs wanted a graphics API on PC that gave them more freedom and was "closer to the metal" (i.e. Why has this been such an issue in games lately?ÄirectX 12.
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