I have a job of porting an old legacy opengl 2D renderer to Direct3D. I'm trying to decide between d3d11 and d3d12. The main feature of d3d12 that I think would be most beneficial is bindless texturing. On the other hand, I could essentially emulate that on d3d11 with texture array of texture atlas (to store all sprite textures in one resource). Sticking with d3d11 would also avoid all the extra complicated memory management type things of d3d12. So I'm leaning towards d3d11, but are there other features of d3d12 that would make a big difference on a 2D renderer?
New 2D Renderer d3d11 or d3d12
Hi @Quat,
my understanding is that you'll be able to get better potential performance using DX12 but you're also given enough rope to hang yourself / can get lower performance if you're not careful. Unless you truly need the power of DX12, then I'd be inclined to stay with DX11 for sheer simplicity's sake if nothing else.
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