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Directx 11 or 12
Directx 11 or 12












directx 11 or 12
  1. Directx 11 or 12 how to#
  2. Directx 11 or 12 drivers#
  3. Directx 11 or 12 code#

Gfinity Esports is supported by its audience. Once you’re done there head over to our guide on the Weapon Leech Stat. For more on the game be sure to check out our Outriders Review. That’s all you need to know about whether to use DirectX 11 or 12 in Outriders. You can always back out and choose a different setting if it isn’t working for you, but generally you’ll want to pick DirectX 11 for a smoother experience. If this is the case for you, consider using 11, as it’s recently been patched to offer a much smoother framerate for low to mid-range PC settings.

directx 11 or 12

Problem is, this is fairly unoptimised at the moment, with many players reporting stuttering and slowdown when running DirectX 12. Usually just switching stops those for a while. ago I switch between them when I start getting heap overflow crashes. If youre noticing frequent crashes on DX12 then Id stick with 11. Personally I prefer to run DX11 because its more stable. If you have the PC for it, 12 will allow you to run DLSS, making the game look a hell of a lot better. I dont really notice much of a difference.

directx 11 or 12

If you have experience with another programming language like JavaScript you might already be familiar with these concepts.The differences between using DirectX 11 and 12 in Outriders are actually pretty significant. I recommend reading over the Game Programming Patterns, and a couple introductory game development tutorials. From the simple infinite game loop, to factories or observers - you’ll find these patterns repeated in a lot of codebases and tutorials without much explanation. ☑ Learn common design patterns and architectures. I recommend following the tutorials on the Learn OpenGL website, it does a great job of going over each concept and explaining them with visual diagrams. From transformation matrices, to vertices, to techniques like depth buffers or shadow maps - these are all things you’ll exercise in DirectX 12 and previous experience with a simpler API (like OpenGL) would make the process easier. ☑ Learn the basics of graphics programming.

Directx 11 or 12 code#

Tips like using auto to quickly define variables will help you work faster or understand code examples from tutorials. ☑ Refresh on modern C++ standards from C++ 11, 17, and maybe 20.

Directx 11 or 12 how to#

Most tutorials for OpenGL will cover this process, ideally you just need to learn how to do it in Visual Studio (instead of going down a CMake rabbit hole).

Directx 11 or 12 drivers#

Like much graphics projects, you’ll find yourself linking to DLLs to access APIs from graphic drivers ( like DirectX 12 itself) - or maybe other libraries like DirectXTK for utilities or imgui for UI. These concepts will be used heavily since graphics programming tends to be very low level and deal with streams of data inside “buffers”. ☑ Dig into advanced C++ concepts like I/O streaming or memory allocation (like stack vs heap). ☑ Learn all basic C++ concepts like the basic types (int, vector, etc), classes, conditionals, loops - you’ll need a lot of it. So these are the topics you should brush up on prior to DirectX 12: The more knowledge you can come reinforced with will make your journey a breeze.

directx 11 or 12

It’s not a wrong approach - though you’ll find it can become overwhelming quickly looking everything up. Is this a DirectX 12 API or just C++ stuff? The more I rushed I found myself asking these questions. I never like to say “you absolutely need to know X before Y”, but when you’re learning a new concept it’s easier when you know what’s what.














Directx 11 or 12