DirectX 12 support is here!

DirectX 12 support is here!

This is huge news for Overwatch!

On Mac through Crossover wonder if OW might perform better now!?

Because instead of going through DXVK maybe it can directly use GPTK 2.0/D3DMetal now!

Wonder if this also means we might get DLSS 4 Multi-Frame Generation and Ray Tracing features?!

AMD Anti-Lag 2 would be amazing if they could add it now!

:astonished: :+1:

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I donā€™t know what it does

I read itā€™s better for drawing more, which would make it better for 6v6 actually

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Itā€™s somewhat stuttery sometimes and seems to not support DLSS yet, but it is beta.
Should be good once they iron the issues out.

RIP my old pc alredy uninstalled overwatch :cry:

So many games run better on DX11 than DX12, and Iā€™m on a RTX 3080. This wouldnā€™t surprise me. Have not tried it here yet.

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In an dev pov, DX12 is better than DX11, because how to declare and manage render pipeline is more simple than in older DX versions.

The concept of ā€œrun betterā€ depends on game devs, if they disable debug stuff will run faster as native. Unless if they leave some debug stuff in final code (that decrease performance).

Yeah it depends on hw and engine itself I suppose. Anyways the stuttering is really bad sometimes, but they did note the stuttering issue in the patch notes, so iā€™ll expect that to be fixed at least.

Called it :wink:

Works pretty well for me, for the most part. Occasional stutters (maybe once or twice per minute) but theyā€™re known issues.

Iā€™m using a 4090, 12th gen i9, 32GB RAM.

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Sounds for me also, maybe new workshop updates inspired in Halo Forge? :eyes: That scripting engine in Halo Forge requires directx 12.

isnā€™t the gtx 1650 mobile support dx12
or the google searches telling me wrong

Too bad that DLSS is missing in DX12. On a side note, is anyone else having issues with DLAA after the update? I donā€™t see it anymore on DX11, only Quality, Balanced, Performance and Ultra Performance.

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yeah DLAA is not visible now.
dlaa in game option didnt work me properly earlier either though, iā€™ve forced it with nvinspector.
It tended to somehow always reset itself to ā€œqualityā€ or something.

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Oh no, this is quite the opposite. DX12 is exceptionally more difficult to manage, as it shifts a considerable amount of functionality from the driver to the game itself ā€“ memory management, pipeline state management (PSOs, shader caching/warmup, etc), resource barriers and aliasing, etc. There are way more things you have to do, and itā€™s much easier to get them wrong.

The exchange is that when done correctly, it can provide lower overhead because the game/application has better knowledge of what it needs to do, therefore the drivers do not need to make as many sweeping generalized assumptions about the state of the GPU and memory accesses. DX12 is also the only way going forward to support many new features, like raytracing, so games that wish to leverage this must use it.

Why? DX11 is still supported. They said it wasnā€™t going anywhere.

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They did a blog post about it as well.
https://overwatch.blizzard.com/en-us/news/24173128/get-ready-for-the-directx-12-beta-on-overwatch-2/

Sounds like they really treat it as beta feature and just wish people try it for a few games.

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I enabled it and it looks like an improvement, but I stutter a lot during battles, so I turned it back off. I hope it gets improved over time, I prefer it over using DX11.

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Thatā€™s weird, Iā€™m on DirectX 12 on my computer yet I donā€™t have the option to enable it in-game, as if it wasnā€™t supported. I wonder if thatā€™ll be fixed?

If you cant use it maybe you dont have a card that supports dx12? I didnt think it was card specific but it should immediately show up for anything with a card in the last 5 years at least

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a card in the last 5 years at least

nvmā€¦ sits in corner

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It requires a card that is DX12 ultimate compaitble, which i think is RTX2000 series/AMD 6000 series and higher