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And with that statement you just poked a hole in your own argument. "The API just facilitates access to the hardware". Yeah hardware Nvidia just straight up doesn't have.
I know here you come to say "Oh but AMD doesn't have tess..." - let me cut you off right there. AMD can run tessellation just fine (In fact better than most Nvidia cards at this point) because they don't have to emulate hardware.
I will make another analogy - what you are saying is the equivalent of someone going "This API is AMD biased because it allows the game to use 3GB of VRAM instead of just 2GB. A lot of people said this when BF4 came out about their 680's. Again, having larger textures isn't biased - it just allows the use of more hardware. If Nvidia users wanted Ultra textures they should have bought a card with more VRAM, but dont worry because you can simply turn the setting down. Nvidia cards gave RAM, just not as much. You can't "Turn down Async", you are better just turning it off because Nvidia doesn't have the hardware in any way.
None of this has anything to do with the point I was making, which is that the API doesn't care what the hardware has. It just facilitates access to it.
Please support your tesselation claim. Last I checked, AMD is far inferior in it due to a serial tesselator. I could be wrong though.
Nvidia cards gave RAM, just not as much. You can't "Turn down Async", you are better just turning it off because Nvidia doesn't have the hardware in any way.
You seem to mistake me for a fanboy. I am not. NVIDIA lacks async hardware. There, I said it. This has nothing to do with optimizing for a platform, which is the basis of DX12. You again, do not "make" a platform for DX12. You make your game for the platform. That's what "low level" means.