https://www.techpowerup.com/231079/is-directx-12-worth-the-trouble
Clearly the performance gains don't at all match the efforts required.
https://www.pcgamesn.com/microsoft/ubisoft-dx12-performance
What I have been saying for a long time now. While DX11 and OGL had some issues with multithreading and drawcall overhead DX12 is just not the best way to go about resolving those issues.
For the time being you can expect most developers to stick to DX11.
Clearly the performance gains don't at all match the efforts required.
https://www.pcgamesn.com/microsoft/ubisoft-dx12-performance
Turns out that just hitting the same gaming performance Ubisoft were getting on the DirectX 11 version of AnvilNext alone was hard enough when switching over to DX12. They seem to think you should be super-happy if your game can match the old API’s performance, never mind deliver some magical performance gains.
If you take the narrow view that you only care about raw performance you probably won’t be that satisfied with amount of resources and effort it takes to even get to performance parity with DX11
What I have been saying for a long time now. While DX11 and OGL had some issues with multithreading and drawcall overhead DX12 is just not the best way to go about resolving those issues.
For the time being you can expect most developers to stick to DX11.