@GDCPresoReviews@mastodon.gamedev.place
2026-04-23 06:35 UTC
Regarding MakeResident(), they made the point that they don't want the model of "make all the resources you need resident before using them" but instead want something like "let me use the resource across the PCI bus, while making it resident in the background"
- Async compute isn't as much of a win on PC as it is on consoles, because it requires fences for synchronization, but you can't interact with a fence from within a command list in D3D12. It requires splitting your command lists.
6/10
Replies (1)
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@GDCPresoReviews@mastodon.gamedev.place 2026-04-23 06:38
So all those extra calls to ExecuteCommandLists() cost significant perf. - Explicit multi-GPU works great But the main point of his presentation seemed to be that everyone in the industry was telling gamers for years that their performance would get 30% higher or whatever, but for enthusiasts with fast CPUs, this didn't actually happen because they weren't CPU-bound. Both DX12 games Nixxes ported had DX11 paths too, and gamers were vocally disappointed about the lack of perf increases. 7/10