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Do any titles make us of all these features ?
No as there is non to speak of that we know of which detail what fetaures and levels they use so as of now its totally irrelevant and when new AMD cards come out you can bet they will support the same or more than nvidia's maxwell 2.
so to recap, can both parties tick off supporting all the features of DX12 ?
On advertising by feature level: 11_0 was enough for nVidia to advertise full DX11 support, AMD were mean about it in the press but couldn't prevent them claiming it - so really 12_0 should be enough for AMD to advertise full support while leaving plenty room for nVidia to be mean about them back.... none of which matters to any of us who actually may be using it!
DirectX feature level 12.0 mandates tiled resource support (64 KB granularity virtual memory paging for textures and buffers). New consoles support it as well. Tiled resources make it easy for developers to implement fine grained JiT texture and mesh streaming (only visible parts of a texture need to be loaded to memory).
Some last gen console games (including two of our games) already implemented software virtual texturing, allowing practically unlimited amount of texture content inside a single game level, with only a constant memory footprint (less than 100 MB at 720p). 1080p virtual textured game only needs 256 MB of GPU memory for all material textures (assuming four 8bpp DXT material layers) regardless of the texture resolution or texture count/variety. Tiled resources make virtual texturing easy and efficient, meaning that we will see AAA games that do not require obscene amount of GPU memory, even at ultra settings.
As said earlier, DX 12 async copy makes streaming more efficient and reduces the latency. Volume tiled resources (12.1) allow easy implementation of space efficient voxel and distance field data structures (used commonly for global illumination, ambient occlusion and soft shadows).
DX 12 also allows aliasing the same memory region with multiple resources (when you don't need both at the same time). This is a commonly used console memory optimization trick and it is proven to produce big GPU memory savings. Now we can do the same on PC as well.
Just two generations ago NVIDIAs highly praised flagship GeForce GTX 680 was released with 2 GB of graphics memory. Nobody complained. There are still lots of players with these cards (and other one or two generation old 2 GB hardcore gamer cards). It would be a very bad business move to release a game that didn't run properly on these cards at 1080p.
I do however understand that multimonitor gaming and 4K gaming will at some point require a GPU with more than 4 GB of memory. But currently we are talking about a less than 1% niche here.
Very impressed with that