Thursday, August 18th 2016
No DirectX 12 Support for "Deus Ex: Mankind Divided" at Launch
Eidos announced that its upcoming AAA title "Deus Ex: Mankind Divided," which was touted as one of the posterboys for DirectX 12 by GPU manufacturers, won't ship with DirectX 12 support at launch. The game will release on August 23, 2016, with a DirectX 11 renderer, while the DirectX 12 renderer will be added via a patch, which will release in the week of 5th September.
Eidos said that it delayed DirectX 12 support because it needs some "extra work" by the developers, followed by optimizations. "We have some extra work and optimizations to do for DX12, and we need more time to ensure we deliver a compelling experience," the release reads. "Deus Ex: Mankind Divided" releases for PC, Xbox One, and PlayStation 4 on the 23rd of August, and is the 5th entry to the smash hit cyberpunk RPG.
Eidos said that it delayed DirectX 12 support because it needs some "extra work" by the developers, followed by optimizations. "We have some extra work and optimizations to do for DX12, and we need more time to ensure we deliver a compelling experience," the release reads. "Deus Ex: Mankind Divided" releases for PC, Xbox One, and PlayStation 4 on the 23rd of August, and is the 5th entry to the smash hit cyberpunk RPG.
81 Comments on No DirectX 12 Support for "Deus Ex: Mankind Divided" at Launch
Not sure why you brought it up though. Any examples?
An actually working DX12 render path via patch 2 weeks later is better than a shitty performing at release day.
But this is disheartening, because it shows that this title was not built for DX12 from the ground up. And this was supposedly one of DX12's poster boys. At the same time, I have always said proper DX12 and Vulkan titles are about 2 years away, so I'm not surprised in the least.
Patching is meant for fixing minor things and rebalancing, we should not buy stuff with a promise of getting the full package later. Anyone still remembers the saga of UT3 and its promised Linux port?
A DX12 path which is performing worse than DX11 is absolutely pointless so why should they implement it in the first release? Nobody needs another Tomb Raider.
Until that change, DX11 will always get the priority, and I don't think that we will actually get improved visual with DX12 until it become the standard. How many years did it take to get rid of DX 9 again ?
I am not saying that we can't keep DX11 support, I am saying that clearly the overwhelmingly plurality is the DX12 people, and therefore it makes ZERO sense to not put them first. What SHOULD be happening is the game launches with DX12 (Because let's be honest the people who play on the latest and greatest will be the ones who buy the game first), and then they can just launch DX11 a month later for everyone else who waits for steam sales anyways.
DX12 being lower level requires more work. Get used to DX11 titles that only translated to DX12, at least for a while. At least Khronos has been upfront with Vulkan not being a replacement for OpenGL, but a means for those that really need to squeeze extra performance (and are willing to do the legwork).
I would never expect devs to put in as much effort per graphics card as they do per console, but it is about time they learn how to program their own games and at least put in some effort per GPU vendor.
reliable source: store.steampowered.com/hwsurvey/directx/
That's still a huge chunk of people (40%) who can't use DX12 (who's a WIN 10 exclusive feature).
I don't think that commercials are seeing this that way. For them DX11 means more people can actually play the game at launch, and therefore buy it at launch too. F**** pushing the futur, they want money.
@FordGT90Concept You will have to cut your list of DX12 Titles at release from 2 to 1. Rise of The Tomb Raider released in February with DX11. It did not get DX12 until a patch in the last week of March.
I see where you used the Steam numbers, but does that include people who aren't on Steam?
Meanwhile, DX11 and DX12 are inexorably linked. DX12 is quit literally ONLY the low-level, close to metal APIs. That's it. It isn't a full hog replacement for the previous version of DX like in the past. If a game developer for example doesn't want to use low-level APIs, they can use DX11 (the latest I believe being DX11.3 for Windows 10). If however they want to use the low-level APIs, then they'll be using both DX12 and DX11 as DX12 doesn't have a low-level equivalent for every single API/operation.