CryZENx has released a new video, showing the benefits of DX12 in Unreal Engine 4. CryZENx used some scenes from his Ocarina Of Time project and as we can see, this fan-made project runs way better in DX12 than in DX11.
This obviously should not surprise us, however we haven’t seen a lot of Unreal Engine 4 games taking advantage of DX12. In fact, we can only think two games that are currently running in DX12: Gears of War 4 and Caffeine. And for what it’s worth, the former does not have any DX11 version for us to test and see the benefits of DX12.
On the other hand, games like Space Hulk: Deathwing could very well see a significant performance boost in DX12. As such, we are a bit puzzled as to why developers are not taking advantage of it.
But anyway, enjoy the video below!

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“we are a bit puzzled as to why developers are not taking advantage of it.” Because it wouldn’t fix the game for a lot of people, only the crazy ones that are using Windows 10?
Besides… Using DX12 in the case of Space Hulk seems more like a cheap workaround than an actual fix.
26% represents a LOT of people actually.
Why is EPIC not using it in their latest games then? They not only created the engine, integrated the API (high level support at that) and have titles like Fortnite, Unreal tournament and paragon that could benefit greatly from it. Not to mention titles like ARK and SQUAD who have been working closely with EPIC is still waiting on epic to add support for the API.
No idea why EPIC does or doesn’t do stuff, devs and publishers do stupid things more often than not, so…
OWI, the developers behind squad, have been pretty open with things they’re able to discuss (not behind an NDA). From what I gather, a lot of the things UE4 was going to incorporate was promised too quickly. EPIC is going back and rewriting a ton of their frameworks, including designing a new Low level API for audio to replace the xaudio2 engine (Microsoft ~Vista era). They’re essentially going back to basics, rewriting this stuff and in the mean time tying it in with the API and their back end. I expect to see DX12 for UE4 around the time Scorpio is released, as its supposed to ship with DX12, then DX12 is to be released for Xbone.
After this is done, proper dx12 support is added, we’ll see a ton of UE4 games begin to tie in DX12 to their titles. As EPIC representatives can help guide them along with incorporating it that is. However now with the beautifully faster broadband access and larger patches, we can see DX12 get back ported to plenty of titles already released, as long as the devs put in the effort.
Fantasy land you visit often?
Do not pass “Go”, do not collect $200.
” Using DX12 in the case of Space Hulk seems more like a cheap workaround than an actual fix.”
Exactly why most developers aren’t using it, including EPIC (creators of Unreal Engine 1-4 as well as Fortnite, Unreal Tournament and Paragon)
You’re confusing, in this reply you are agreeing with him that DX12 is a bit pointless but in other replies you are talking up the benefits of DX12. Which is it? Make up your mind.
Because the point is over your head. Kinda like the red dude on Guardians of the Galaxy, “Nothing goes over my head, I’m too fast and will catch it!”.
You do not waste resources to put in a half attempt implementation. You wait until the proper support of the API is in the engine and then put all the pieces together. because the proper support is not in the engine, even EPIC does not bother adding it to their games. Once the proper support is implemented by EPIC, game developers will be able to save 6-9 months on labor in order to get it functional as opposed if they were to attempt to do it themselves. You simply are too short sighted to see that from what I gather. Being able to simply use a -dx12 startup tag in UE4 games doesn’t mean the proper support is there, as its still considered “experimental” by EPIC. But then again you’re a random commentor, why would you be bothered with actually paying attention to what the creators of the engine, or even devs using it, would share.
Let’s hope we get more actual video games that properly utilize this or Vulkan, as opposed to tech demos.
LOL. So a tech demo is the BIG demostration of how the performance is better on DX12…
lol. Slow news day I guess >_<
Meh, when EPIC can’t get UE4, Paragon, Fortnite, let alone SQUAD, ARK, among others to work in UE4 this doesn’t make me feel any better.
I suggest that you stop associating UE4 with exceptionally good graphics, and therefore lower your overblown expectations. Yes, you can achieve gorgeous visuals with it. But oftentimes games using it won’t look stunning. Because it’s just a tool easier to use than the previous one, devs naturally migrate to it. That blue logo is not some seal of graphics quality, though.
I’m not worried about graphics overall. ARK looked beautiful for me early in release and even when using the -dx9 (10?)-sm4 tags prior to the patch the beautified it. A game can be absolutely garbage but run like trash. I’m more into the adoption of low level API’s atm.
I guess most devs can’t be arsed to fiddle with low level APIs. Effects aren’t very good (in practice) and it probably uses lots of resources.
By the way, Project Scorpio seems interesting. Its GPU is reportedly gonna be similar to GTX 1060 in terms of power, but it’ll run games at 4K and sometimes 60 FPS (also with a high level of detail), thanks to DX12. I wonder how it pans out.
Console 4k is usually code for 1800 or 1600p checkerboard
If so, it’s way less impressive than I thought.
But what should one expect? Console companies are masters of deception. You can’t even trust them if they use such a straightforward term as 4K. They have to resort to misleading people in order to sell their weak crap.
Early in Development of ARK and following development of OWI’s SQUAD they were pretty open about most of why they weren’t implementing low level API’s. So as most know -DX12 tag can be used as a startup tag. However it has less performance than DX11 and is typically less stable (more prone to crashes). What most don’t know is that although Devs have the ability to implement the low level API’s themselves, they’d spend 6-12 months of nearly All-Hands-On-Deck in order to get it working in the engine and with their custom code. So its much easier to have EPIC implement proper, full, support of the low level API (DX12 or Vulkan) and then patch their stuff into it. This is why developers don’t do so themselves. This is why I even brin gup the fact that EPIC own in-house games don’t support the API’s yet. The only reason GOW 4 does, is because its made by microsoft, which knows DX12 inside and out. With each title that gains low level Access more of the API’s are documented to a greater degree and eventually we’ll see it become second nature like the current high level API’s are. What I’m most excited for is features, like multi-gpu, being a pre-canned feature of these API’s so that eventually very granular optimization occurs at a hardware level, instead of it being merely generational.
I’m most excited for the native parallelization, rastarizing at a more optimal level, and overall efficiency with less “busy” stuck workflow that will release what is reported as CPU/GPU Utilization when its merely stuck holding up other things from being processed. The effects and graphics are a side note for me, as once things are more efficient those will become even more beautiful naturally.
You know people always say to me “Windows has more users” when trying to lobby a developer to put a game on Linux. Well following that logic Windows 8, 7, OS X and Linux have more users combined than Windows 10 therefore it makes more sense to support Vulkan over DX12 since the only people who benefit from DX12 are Windows 10 users and those same users would still benefit from Vulkan. That being said it’s nice to actually see it benefit a game seeing as how it usually makes it run worse.
I’ve often found these ‘old game/new engine’ demonstrations guilty of being technically impressive, but aesthetically unappealing. Sure the tech is nice, but all of the character of the original is lost in favour of shiny visuals.
All of these low level API’s mostly benefit people with weak CPU’s. As DX12/Vulkan/etc for the most part alleviate pressure from the CPU and spread it across the cores. Increasing draw call counts and reducing driver overhead. In the case of the GPU the low level API’s have very little benefits, there is SOME, just not anywhere as much as helping out the CPU’s.
You really didn’t address my point of why a game would support DX12 over Vulkan. Regardless of Windows 10 marketshare Vulkan supports 100% of users on Windows 10, 8, 7, Linux and OS X where DX12 only supports Windows 10.
Windows 10 offers far less control over the OS for the user than Windows 7 or even 8. Those who want more control have no reason to choose 10. As far as 10 being better, faster, leaner and more capable those are all subjective and not possible to prove as true or false. If I am wrong I am sure you could provide links to articles and tests.
Lastly trying to classify as those who prefer to have privacy as pedophiles is just childish. My feelings on it is best summed up with the quote
“Saying that you don’t care about the right to privacy because you have
nothing to hide is no different than saying you don’t care about freedom
of speech because you have nothing to say”