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
If square enix isn't going to release their new games on GOG, I don't see why they would care for GOG data.
Right now steam alexa rank is still higher than the competitor, and they are also the only one doing public survey.
A novelty is the dumbest thing I have heard someone call this long-overdue API upgrade... Possibly ever.
The same story will happen with DX12, it might even be worse since it apparently require more work from the developers. It will actually be great to wait if that allow the people from Nixxes and other studio to learn how to use it. AAA developers are under a lot of pressure, and right now DX11 is just faster to develop for while also being the api with the most potential customers.
The 14nm era is likely going to be another long period like the 28nm era, so Titan x performance for the common people isn't going to happen anytime soon. And until zen actually hit the market, we don't know if taking advantage of more than 4 thread will actually be worthy. In 2006 dualcore were the mainstream gaming cpu, 2009 was when quadcore became the mainstream cpu, only 3 years. However Intel doesn't seem in an hurry to make hexa/octocore maintsream, and keep asking an hefty premium for it even though 7 years already passed. Until 200$ 6 core/12thread cpu become a thing, DX11 is going to stay for a while.
1. 25 -> 30 is a 20% - not the thing we see from going from DX11 to DX12
2. You're assuming that title constantly runs at 25 fps, whereas this is typically an average. Meaning there are times where you'd see 10-15fps (if not less) and those would still remain into unplayable territory.
DX12 is just an evolution, not the second coming.
The point is that this NEVER used to happen a few years ago, and the fact that it is becoming an issue at all is quite troubling. Right now almost no one is effected, but it is easily feasible that this could become a major issue in a year if CPU's and API's don't catch up.
But nvm you are right the human eye can't see above 24 FPS.
If things keep being that way, I'm expecting to see great DX12 games when DX13 will be announced. The hype was huge, the disapointement is too.
the POINT to DX12 and Vulkan is to have massively more stuff on screen all the time... like 7+ times more draw calls and whatnot. What exactly do you gain with the DX12 patch later on, if you still have the same amount of geometry and polygons to draw and that has not increased by 7+ times? NOTHING really (yes, small tiny gain to draw the insignificant amount of geometry slightly faster) ... in the end it's rather pointless.