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@GDCPresoReviews@mastodon.gamedev.place

2026-04-23 06:30 UTC

- Regarding memory management and residency, they made the point that doing this on PC is way harder than doing this on console. They point they made was that D3D11 drivers were tuned for Windows's memory manager over many years, but D3D12 drivers can't really be tuned for every individual app's memory manager, now that each app is doing its own memory management. This is a place they said their company hasn't yet (as of 2017) gotten to parity with D3D11. 5/10

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  • 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

    Open ##2698065