QLOC and NetherRealm Studios have released a new performance hotfix patch for Mortal Kombat 11. Furthermore, this patch adds beta support for the DirectX 12 API. As such, PC gamers can expect a better – overall – performance via this new API.
Going into more details, this patch is intended to provide an improvement to the performance issues that began after the last patch.
According to early reports, this DX12 build fixes some annoying stuttering issues that PC gamers have been experiencing. On the other hand, we never really experienced these stuttering issues on our test machines.
Naturally, if the game works with constant 60fps on your machine, there is no reason to switch to DX12. After all, this new build is for players that had performance issues.
My guess is that QLOC and NetherRealm are testing the waters with this DX12 API for their next fighting game. I mean, this is exactly what Codemasters did with F1 2018/F1 2019.
As always, Steam will download this latest update the next time you launch its client!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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DX12 in that Frankenstein, heavly modded UE3.5? No thx lad! 😀
I think this is a good thing, so maybe this implementation is not, but they are doing this to learn for future games I think
Finally those annoying flickers are gone for good.
“…performance issues that began after the last patch”
I thought QLOC were reputedly the masters of optimisation but seemingly not if that’s the case. Good luck to CDPR who’ve employed QLOC to help optimise Cyberpunk 2077!
The engine is a mess, it’s a custom version of UE3 that is know to be very very “consoly” and never really meant to be on PC, QLOC only helped to get the engine to run exactly as console versions, which the best thing the engine can do on PC
Reminds me of the Arkham Knight port, another nightmare of optimization at the time.
It was mostly fixed after a couple of months, but still stutters when it streams textures or loads a part of the map, to be honest, BAK was the first game i felt the need to install on an SSD, it has horrible data/memory management, it was a problem on all UE3 since it’s mainly a console focused engine, but BAK took the issue to another scale as it’s the most impressive UE3 game to date, and you know what happens when you push an old engine beyond it limits…
Indeed, while patches did improve the performance overall, nowadays with current hardware you rely more on raw power than anything else to run that game at decent framerate, a game that aged like a fine wine to be honest in terms of visuals.
Absolutely, Rocksteady did an outstanding job, hard to believe it’s almost a 5 years old game
MK11 has ran good on PC since Day 1… DX12 support labeled in beta for a reason…