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
www.tomshardware.com/reviews/ashes-of-the-singularity-beta-async-compute-multi-adapter-power-consumption,4479-5.html DX11 I believe was stuck to two threads at the most where DX12 is virtually unlimited. Additionally, the compute queue is virtually a free path to post-effects which translates to either a better looking game at the same frame rate or more frames. How big of a difference in frames depends on how stressed the GPU and CPU are. Because of the CPU limitation being lifted, DX12 can handle a lot more objects on the screen at once. There's some benchmarks out there but I haven't seen any that compared Intel on DX11 and DX12. Not sure on async.