- Joined
- Oct 2, 2004
- Messages
- 13,959 (1.84/day)
System Name | Dark Monolith |
---|---|
Processor | AMD Ryzen 7 5800X3D |
Motherboard | ASUS Strix X570-E |
Cooling | Arctic Cooling Freezer II 240mm + 2x SilentWings 3 120mm |
Memory | 64 GB G.Skill Ripjaws V Black 3600 MHz |
Video Card(s) | XFX Radeon RX 9070 XT Mercury OC Magnetic Air |
Storage | Seagate Firecuda 530 4 TB SSD + Samsung 850 Pro 2 TB SSD + Seagate Barracuda 8 TB HDD |
Display(s) | ASUS ROG Swift PG27AQDM 240Hz OLED |
Case | Silverstone Kublai KL-07 |
Audio Device(s) | Sound Blaster AE-9 MUSES Edition + Altec Lansing MX5021 2.1 Nichicon Gold |
Power Supply | BeQuiet DarkPower 11 Pro 750W |
Mouse | Logitech G502 Proteus Spectrum |
Keyboard | UVI Pride MechaOptical |
Software | Windows 11 Pro |
If you calm down and stop the rant, I think the main focus should be on building game engines natively on D3D12 instead of D3D9 or 10/11. Unless you have an Unreal Engine 5, for example, or Frostbite 3 build with that in mind, all the games are going to suck on D3D12.
That's not how things work. For an engine, there is no "native" thing. You're confusing game engine and renderer (render path). They are not the same thing. But they do work together to output image you see in the end. There may be things that explicitly depend on game engine support and are hard to do later, but majority isn't.