Soldato
- Joined
- 2 Jan 2012
- Posts
- 12,315
- Location
- UK.
Programming with DirectX 12 (and Vulkan, and Mantle) is a much different process than most developers are used to. The biggest change is how work is submit to the driver. Previously, engines would bind attributes to a graphics API and issue one of a handful of “draw” commands, which turns the current state of the API into a message. Drivers would play around with queuing them and manipulating them, to optimize how these orders are sent to the graphics device, but the game developer had no control over that.
NVIDIA has created a large list of things that developers should do, and others that they should not, to increase performance. Pretty much all of them apply equally, regardless of graphics vendor, but there are a few NVIDIA-specific comments, particularly the ones about NvAPI at the end and a few labeled notes in the “Root Signatures” category.
Article: http://www.pcper.com/news/Graphics-Cards/NVIDIA-Publishes-DirectX-12-Tips-Developers
Direct link to Nvidia's do's and dont's: https://developer.nvidia.com/dx12-dos-and-donts
Last edited: