"It's a very, very popular operating system.
"One thing that's not going to happen to it is DX12. Yup, DX12 is not coming to Windows 7."
"One thing that's not going to happen to it is DX12. Yup, DX12 is not coming to Windows 7."
This comes following a brief snippet where he notes that Windows 7 is still the most popular operating system at present, occupying 52% of all Microsoft OS users. He even notes that the 52% figure is actually growing despite the availability of Windows 8.1.
DirectX 12 will be built into Windows 10 when it launches and will presumably also be released for Windows 8.x. His reveal about Windows 7 not getting DirectX 12 starts around the 20:30 mark of the below video.
(h/t PC Gamer)
I'm lucky sometimes to have the option between 11 and 9, but i doubt DX12 games would continue to have that choice... unless of course people continue to use Windows 7.
I wonder if DX12 caters towards optimized scalability, or just system hogging technologies like 11 did.
It should, at least in the case of Mantle, increase performance on lower end machines (namely those with a lower end CPU but a decent GPU) as it would allow developers to push more complex issues to the powerful GPU instead of the CPU.
DirectX 11 is also better performing compared to DirectX 9 if all things stayed the same. If developers did not add in any additional features and kept all other variables the same, DX 11 should be a better performer in a scene than DX 9.
The problem is, developers took this extra headroom on performance and decided to add in new visual features to their games in DirectX 11 mode that quickly closed the performance gap. They add in things like tesselation (example from Nvidia), TressFX, Percentage-Closer Soft Shadows (example from Nvidia) (PDF link) that is in AC Unity now and has a HUGE hit on performance if enabled, all matter of new AA modes that also have tremendous impacts on the visual fidelity of a scene at the cost of a lot of performance. And so on. Though admittedly I don't believe some of these are limited to DX11, they are merely only found in DX11 versions of a game because developers think it has more performance headroom than it really does compared to DX9.
So there are certainly visual differences between DX9 and DX11, they just aren't always super apparent. There will probably be some between DX11 and DX12 though its major focus will be on performance gains.
I've tested out DX11 options in various games but never found the improvements to be worth it, the reduction in performance always left a bad impression on me, like the performance loss wasn't earned.
Update: Microsoft clarified that what Richard Huddy said may not be true, but doesn't give their own response, so it's probably still true.