It does seem to continue to have minor improvements. SU10 beta has better RTX utilization for me than before.
I personally have RTX 3060 and do experience these inconsistency with DX12 so im switching back to 11
DX11 for now…
I am finding I get slight screen tearing with DX12, but no tearing with DX11.
DX11 is also much smoother. So DX11 for me.
If you have Vsync enabled in the NV Control Panel, keep in mind some Vsync options, like Fast Vsync, don’t work with DX12. This might be why you have screen tearing. Double check your settings in the Nvidia Control Panel or use the in-game Vsync.
Performance wise I found very little difference between DX11 and DX12.
i5-9400k
32Gb Ram
GTX1660 Super
New GRD
Running at 30fps locked, Win 11, mostly high settings with some medium. TAA with no other edits to configs etc.
Sim is now super smooth. The only thing I notice is DX11 VRAM is about 75-78% and DX12 VRAM is 93-98%
No expert, but I think I have more chance of CTD with DX12 (has happened once so far).
So, for me;
DX12: is now playable, but still not as much as good as DX11. The only benefit as I use 4K:
- DLSS, but with DLSS it’s blurry and there are some artefacts (especially on water).
- much lower GPU/CPU temps even without DLSS.
DX11:
- the hardware gets warmer, but the visual experience is better. On FPS side for me not much change.
After trying DX12, I stick with DX11 for now.
Comparing DX11 vs DX12 performance today (on RTX 2070Super, I7 9700k, DDR4 2133>3333 64 GB, NVMe 1TB 1080 27 inch with DLDSR 2.25 0% smoothing all ULTRA settings) not seeing any difference in visual quality, smoothness, stuttering, 60-90 fps on San Fran, Paris, etc … except, on DX12 turning DLSS off - to TAA, lowers fps by 20 (75 down to 55) …
however, I am now getting aliasing artifacts on water with both DLSS and TAA …
For me, performance seems equal with both DX11 and DX12. But visually there were some problems with seemingly random sections of ground textures not loading at airports when I ran in DX12. As soon as I switched back to DX11, it was fine. This was on a freshly installed operating system on a brand new SSD with no addons. So I will run DX11 for now until all that stuff gets ironed out. It’s butter smooth either way.
i7 4770 3.4GHz, GTX1650 Super OC, 32GB DDR3, 1080, LOD 100, Texture 200, High/Ultra hybrid settings.
I play in VR only and DX11 is definitely a smoother experience for me.
However, I have the feeling that the graphics, especially the clouds, look better in DX12 (less pixelated)
(5800X3D / 3090)
I have created some heavy scenery with earth2Msfs 15Gb in size.
I have rtx2070 super with 8Gb video memory and 64 Gb ram memory I912000k chip. In dx12 I can see in task manager that is using 7.8g of my video memory and another 7gb from the shared memory something that doesn’t happen in dx11. It takes about 10 minutes to load the scenery but after that I get 40-50 fps in low-end setting.
As a date of today, it is still recommendable to stick to DX11 or finally DX12 have improved significantly?
(2D, 8700k+rtx3070,32gb,1440p)
For me (3070) dx11 is a little bit better in frames and the visuals are also better
We should be voting for a system that gets closer to the hardware, like Vulkan that XPlane uses successfully. Specifically we want multi-core rendering.
Asobo are forced to use DirectX by Microsoft, because the XBox uses DirectX.
Everything is limited by the single thread speed of the CPU. If you have 2 cores or 20 cores it makes no difference. The solution is a different rendering system in the code, that can exploit multiple cores to display multiple objects.
Also motherboard speed between CPU and GPU is important. AMD’s experiment with 96MB L3 cache CPU really improved games - because the larger cache speeds up data transfer to the GPU.
Basically the rendering is not suitable for today’s multi-core CPU and high performance GPU environment.
The long term risk is MS sits on the fence and Asobo are held back. I’m a retired C++ developer, and having to do multi-core rendering on both PC and XBox could be a nightmare project with DirectX.
This is an opportunity for XPlane to fight back!
Simple. DX11 works fine. DX12 crashes to desktop.
No DX12 crashes here on either pancake or VR.
I have used DX12 for a long time and it is great for me.
For me DX12 give in large city photo sceneries from flightsim.to (example Rotterdam) screen flashing. Maybe my videocard (3080TI) doesn’'t have enough memory? DX11 is fine (no flicker).
That’s interesting and informative. Thanks for that.
I do hope X-Plane will be fighting back. Currently, however, whatever implementaion of Vulkan they are using for XP12 is pretty much a disaster in VR - unlike in XP11, where VR on Vulkan is almost perfect. Laminar seems to have dropped the ball - at least as far as VR goes - although maybe we’ll see some greater priority attached to it sometime down the road. Until then, I’m holding back from going beyond their demo. (I’ve been a great supporter of XP/Laminar since v9.5)