What do Direct3D 11.3 and Direct3D 12 Have on Each Other?

By   /   Sep 22, 2014

Ever since Microsoft announced the next Direct 3D API iteration, every one among us has been wrestling the temptation to try out what performance and efficiency improvements it is going to bring.

The Redmond based company kept banging their head to the tunes of Direct3D 12, and now we know about Direct3D 11.3.

We know that the Direct 3D 11.3 is going to push forward the development and evolution of its parent technology Direct3D 11, and it will be released alongside Direct3D 12 – which is interesting.

So what are they bringing to the plate? Well, we understand that Direct3D 12 is being developed as a tough beast. Something that is powerful but comparatively harder to master.

It is expected that the less-experienced programmers won’t really have the time of their life if they decided to take on this one by themselves.

I am looking at some of the maestros making some great engines out of it, which would in turn be used by the other developers. However, in comparison to that, the Direct3D 11.3 is going to be a more docile API.

It will be a high level API that would focus on facilitating the development being made by everyone and not just the code gurus. So apparently, Direct3D 11 will continue flourishing through its progeny.

Coming to Direct3D 12, like the predecessor Direct3D 11, it will make use of the feature levels and the programmers will benefit from its low level API insofar that it will also be able to target multiple generations off the hardware.

You will be able to use it on old GPUs like Fermi as well as the newer additions like Maxwell.

Last but not the least; both the API will bring in at least four new features, which are Rasterizer Ordered Views, Typed UAV Load, Volume Tiled Resources and finally Conservative Rasterization.

You may read up on Direct3D 11.3 and Direct3D 12 here.