Are you saying you would choose a 3.4% increase in average fps vs an 8.5% drop in 1% lows?
Well, that didn't take long. I found an article that correlates exactly what I was saying about featuring DX11 in games that use UE4.
As you can see AMD clearly pulls ahead when using DX12 which is why I questioned HU's omission of DX12 results. Furthermore, the reviewer there didn't indicate any suttering issues using it. However did state (in part):
Developing for two APIs, that are so different, definitely complicates things and increases development time. Still, DirectX 12 is the future, and insights gained now will only benefit future titles. While DirectX 11 works very well, the DX12 implementation seems a bit unstable. It starts with extremely long shader loading times during startup when DirectX 12 is enabled. After the intro animations (which are unskippable btw), you'll see Claptrap dance across the screen for several minutes (!) with no indication what's happening and whether the game is crashed or not. I dug a bit deeper and it seems that the game re-compiles all its shaders during that time, even though DirectX 12 has a shader cache feature that should mitigate exactly that problem. On DirectX 11 the game loads through that same phase within a few seconds.
This explains why DX12 portion of the game is still in beta and what fixes should be in the works for an updated release of DX12 in the game.
Our performance testing shows that when the DirectX 11 API is used, NVIDIA cards definitely have an advantage over AMD cards. Especially older AMD cards based on the "Polaris" architecture, such as the RX 570/580/590, lose a lot of performance when not running in DirectX 12. The newer Vega and Navi cards seem less affected...
Driver bug, plain and simple. RTG needs to address this and fix polaris issues in the game.
DirectX 12 on the other hand treats AMD cards better. NVIDIA on the other hand is having difficulties, but the performance loss for then is relatively small, just a few percent. For NVIDIA users I would definitely recommend DirectX 11 as it gives better performance
Par for the course as they say. If you are using an AMD Video Cards and you buy a AMD Sponsored Game that uses Unreal Engine 4 make sure you enable DX12 in order take advantage of the enhancements made to the engine to get the best performance possible. Even if that means waiting until a better version/release of DX12 is made available (in this case).
https://www.techpowerup.com/review/borderlands-3-benchmark-test-performance-analysis/5.html
DX12 should be a lot better. But you need low level programming skills to use it well. Something lacking in today's gaming industry
The people with real talent (like John Carmack etc) moved on long ago. It's largely graduates just out of programming 101 who don't know this stuff.
Well, it's not that cut and dry. Yes, you want a game engine to work as close as possible to metal. Which is why consoles are so efficient. However, there is a conundrum between AMD and Nvidia that was talked about but IMO forgotten. And, it is how do we do this in DX12? Well AMD has-had Mantal which is now Vulkan. But there is MS in the mix of this now and they are pushing DX12. But there is a divide as to how DX12 Async Compute to "work" on the GPU.
AMD GPUs work better with more Parallelism. And, also prefers hardware scheduler and other hardware related features. Which is why AMD cards draw more power then Nvidia.
Nvidia GPUs work better with more Concurrency with Pre-Emption using context switching, etc. And, also prefers to use software (IE: CPU) for their scheduler, etc. Which is why (IMO) there are so many "stutter" threads, topics, posts as any given game is more cpu limited. Keep in mind with Turing Nvidia gpus do run better at parallelism then with Kepler, etc.
Both of which are fighting for. IMO AMD is winning because...consoles... In particular next gen gaming but I digress.
Parallelism works best with AMD's GCN. But with RDNA that has changed a bit (does anyone still remember abit...digress again). It's not wholly clear how RDNA will impact Parallelism. But by the looks of Time Spy results still does pretty bad at Concurrency with context switching, etc (IE the way Nvidia wants DX12 to work). Side note: If you take a look at Time Spy and Fire Strike you may wonder why 5700XT does so much better at Fire Strike...
Anyway, RDNA (from what I've gathered) is suppose to help make DX11 games perform better but it's still not the level of how Nvidia does it. But I've not found a lot on RDNA and will admit haven't researched it that much to further comment.
But hopefully one day all these games will be on DX12/Vulkan. Well, it will once next gen consoles are released.