#DX12
I'm an #IndieDev building a custom engine for my medieval fantasy survival game.

Some things I've done so far:
Simulation with client / server networking
Basic DX12 renderer
Asset pipeline
Character movement and animation
#ProcGen world creation
Basic UI
Basic Audio
Basic Health / Combat
October 5, 2025 at 12:07 AM
Me, staring at nVidia and begging them to fix DX12 performance under Linux:
August 14, 2025 at 1:06 AM
I've reset the photogrammetry and reinstalled DX12 but this scenery is still clipping.
September 8, 2024 at 10:01 AM
Dx12 gives more control to the developer. Poor dx12 performance vs dx11 means the developer didn't do a good job of optimizing what dx11 optimizes automatically. This is the case with unreal :)
September 17, 2026 at 6:29 AM
They figured out the inconsistent nVidia DX12 issues under Proton so literally the last major holdout is getting fixed.
Honestly at the rate that Microsoft is pulling shit Linux might actually have a shot.
October 16, 2025 at 5:06 PM
Revived! A realtime version of Raytracing in one weekend

#DX12 #directx12 #DXR #raytracing #screenshotsaturday #gamedev
December 8, 2024 at 4:39 AM
This is pretty amazing to see directly from Epic - a primer about the problem with stuttering in Unreal Engine: specifically about shaders compilation ctutters mainly. Really honest, and proactive, and even has a history lesson in there about the beginnings of DX12 and why DX11 was different. Cool!
February 4, 2025 at 7:49 PM
i have literally no idea what the difference between DX11, DX12, and vulkan is. how important is it
May 7, 2025 at 5:16 PM
*distance fields, virtual shadowmaps, dx12*
December 17, 2024 at 11:35 PM
Added a DX12 test project for my SH.hlsli library to make sure that it actually works. Good news: it does!
March 1, 2025 at 12:21 AM
The nVidia DX12 fix released???
January 24, 2026 at 1:13 AM
ye now i know this thing is not enabled by default, the game really suffers with dx12 mode.
NOONE TOLD ME ZZZ HAD RaYtRaCiNg??????? say good bye to those flat ugly lowres statick cubemaps, say hello to smeary real time raytraced reflections on ALL surfaces.
even if you dont like rt it allows you to enable dlss which is a big W over this game taa implementation, it looks so clean wtf
October 18, 2025 at 2:35 AM
So I was having absolutely abysmal performance in Jedi Survivor (which is wild for a game that's been out as long as it has) on my gaming PC and I stumbled upon a thread saying to add "-dx12" to the launch options and this fixed everything. I am in shock.
December 8, 2025 at 2:09 AM
I can’t get back to sleep, so I might get up and stream. 🤞🏽 AC:Shadows doesn’t give me another DX12 crash.
May 15, 2025 at 10:37 AM
🚀 DX12 has landed. Rive now runs faster in custom game engines and native Windows apps/games.
May 6, 2025 at 3:54 PM
Gigi Version 1.0.0 released!
This includes WebGPU code generation, and the dx12 preview feature cooperative vectors.

A gallery of a few Gigi techniques that you can run in your browser:
electronicarts.github.io/gigi/

Gigi:
github.com/electronicar...
June 18, 2025 at 6:07 PM
This blog deserves traction - are modern graphics APIs no longer reflecting the real HW underneath? Certain assumptions and hardware limitations shaped Vulkan, DX12 and Metal and 10+ years later are seeing the long term debt of that legacy. A very convincing read and idea by Sebbi here! DX13 plz🫠
December 16, 2025 at 9:48 PM
After realizing I had 16 different tabs open about resources, GPU heaps, subresources and descriptors in DX12.

I've decided that I'm going to write my own "Quick-Reference guide" for DX12 resources/buffers.
Should be done in a few days.
November 19, 2024 at 6:59 PM
unreal's dx12 renderer is really really bad, dx12 itself is mostly fine afaik?
September 17, 2026 at 6:29 AM
PresentMon 2.6 adds DX12 PSO compilation metrics directly to frame captures — useful context when investigating stutter.
Intel also says PresentMon's own CPU overhead is down 78%, but that shouldn't be confused with a 78% reduction in game CPU use.
Our breakdown:
gametechreport.com/intel-presen...
Intel PresentMon 2.6 Adds DX12 PSO Metrics to Frame Captures
PresentMon 2.6 adds DX12 PSO metrics to frame captures, richer flip attribution and lower monitoring overhead. We examine what the data can and cannot prove.
gametechreport.com
September 26, 2026 at 11:02 AM
Reminder that the nVidia DX12 Linux fix has dropped. You can leave now if all you do is game and use web apps. Maybe even video edit, too, if you use Resolve.
January 28, 2026 at 11:37 PM
Nvidia working on a new vulkan extension to improve DX12 games on nvidia gpus on Linux called VK_EXT_descriptor_heap

ATM nvidia gpus lose 15%-20% DX12 perf cause nvidia is secretive about their teach making it hard for FoSS devs to build nvidia gpu/vulkan drivers

www.youtube.com/watch?v=YJhD...
DX12/VKD3D on Linux is improving for everyone!
YouTube video by LinuxNext
www.youtube.com
April 19, 2026 at 8:39 PM
Proton-CachyOS adds vkd3d-low-latency for DX12 games
Proton-CachyOS adds vkd3d-low-latency for DX12 games - VideoCardz.com
The custom Proton build can now use an alternative VKD3D-Proton fork with low-latency frame pacing. It supports Reflex and Waitable DXGI Swapchains.
videocardz.com
July 23, 2026 at 2:02 PM
First Triangle!

I've been working on a ground-up rewrite of my hobby engine for a couple of months now. Finally getting somewhere. DX12 only for now, still working through Vulkan validation stuff.
February 8, 2025 at 12:32 AM
looks like unity's dx12 implementation fucking sucks and is causing system interrupts for literally everybody so back to dx11 i go
June 13, 2026 at 4:43 AM