DX12 wrapper??

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Dear CDPR,

you created the best game ever made. And now you are really using a DX12 WRAPPER instead of native DX12??

You just can't be serious... :censored:
 
Witcher 3 was released with Red 3 engine, for Cyberpunk they upgraded to Red 4 to handle fast cars and tall buildings.

It's not simple as copy-paste from Red 3 to Red 4.
 
Dear CDPR,

you created the best game ever made. And now you are really using a DX12 WRAPPER instead of native DX12??

You just can't be serious... :censored:
All though the red engine has a native dx12 version that they used for Cyberpunk 2077, CDPR did not used that for Witcher 3 Next Gen but used a cheap way to "convert" dx11 to dx12 and this added a lot of CPU overhead which runs very bad.
They had an opportunity to get some gamer good will back but I guess they aren't just doing it for us. Pitty they botched such a beloved game.
 
Dear CDPR,

you created the best game ever made. And now you are really using a DX12 WRAPPER instead of native DX12??

You just can't be serious... :censored:
No there is no "wrapper" converting DX11 to DX12 except for a couple of the menus use d3d11on12.dll. The reason that rumor got started was CDPR accidentally left d3d11on12.dll in the /bin/ folder when it's already in everyone's Windows/system32/ folder. But it is only used for menus and as far as I can tell it's mainly the transparent one with the Load, Save, Settings, etc. Anyway someone who had no clue what so ever falsely assumed it was a wrapper to convert everything DX11 to DX12 but that is simply not how it works ..... You know what else uses the d3d11on12.dll? Afterburner's overlay which was created in DX11 but it calls up the d3d11on12.dll so it can work in games made in DX12. That's why Afterburner's overlay wouldn't work originally, since it was already in the game directory and being used by the game it would take precedent over the one in the System32 directory and when Afterburner tried to call it from the System32 it would get blocked. The solution was just to simply delete d3d11on12.dll from the game directory so both the game and afterburner (and several other DX11 overlays) can call it from System32 and all work together in harmony
 
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