Wednesday, May 4th 2016

Hitman DirectX 12 Support Restored with Latest Patch

IO Interactive today released a 130 MB patch for the PC version of Hitman (2016), through Steam. The patch fixes DirectX 12 API support, which was broken by the recent April 26th update, that installs the game's second episode "Sapienza, Italy." After the update, Hitman appears to be working in DirectX 12 mode, in both its in-game benchmark, and the game itself, on both our GeForce GTX 970 SLI (365.10 drivers) and Radeon R9 290 (16.4.2 drivers) machines.
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13 Comments on Hitman DirectX 12 Support Restored with Latest Patch

#1
qubit
Overclocked quantum bit
I'd love to see this on the next gen true DX12 cards out soon.
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#2
MustSeeMelons
qubitI'd love to see this on the next gen true DX12 cards out soon.
Haven't really checked, but is there a difference between DX11 & DX12 visually? I'm under the impression it only affects performance (if the dev bothers of course).
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#3
qubit
Overclocked quantum bit
Yes, there is a difference, but I don't know the specifics. In a nutshell, it would look more realistic, though. I think water effects may have been improved.
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#4
rtwjunkie
PC Gaming Enthusiast
MustSeeMelonsHaven't really checked, but is there a difference between DX11 & DX12 visually? I'm under the impression it only affects performance (if the dev bothers of course).
This is my understanding as well. Visually, there is almost no difference. The real difference is in the CPU/GPU workload ratio.
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#5
Ferrum Master
rtwjunkieThis is my understanding as well. Visually, there is almost no difference. The real difference is in the CPU/GPU workload ratio.
There should be one... just more of the same... DX12 is capable just more things on screen at the same time. Dunno if really this is the case.
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#6
arbiter
Ferrum MasterThere should be one... just more of the same... DX12 is capable just more things on screen at the same time. Dunno if really this is the case.
when supporting old DX11 the game has to be setup to work within that API first so things that should be more split in terms of load in DX12 well you see little to no benefit. DX12 for example can support 7-8x more draw calls at a time well since that can't be used with DX11 without massive playing issues you don't see any improvement since its relying on draw call number DX11 can do.
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#7
lemonadesoda
Saw the picture and it reminded my of Portmeirion - a faux italianate village in Wales. Look it up if you don't know it. I remember playing a Portmeirion mod on SOF2 must be ten or more years ago. Makes me interested in picking up a copy of this new Hitman episode.
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#8
R-T-B
rtwjunkieThis is my understanding as well. Visually, there is almost no difference. The real difference is in the CPU/GPU workload ratio.
The difference comes from the performance boost. More draw calls = more on screen goodies for a given performance.
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#9
arbiter
R-T-BThe difference comes from the performance boost. More draw calls = more on screen goodies for a given performance.
But problem is since game has to run on DX11 waste to add in all that draw call and make debugging harder then it already is..
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#10
Prima.Vera
Yep. The game engine needs to be created for D3D12 from ground up in order to take advantage.
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#11
R-T-B
In this case it's likely only a performance boost, yes.
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#12
arbiter
R-T-BIn this case it's likely only a performance boost, yes.
Sadly games that have dx11 and dx12, dx12 runs Slower then dx11 from some reviews i seen.
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#13
R-T-B
arbiterSadly games that have dx11 and dx12, dx12 runs Slower then dx11 from some reviews i seen.
It's all up to how good the programmer is at low level GPU access. DX11 programmers are likely use to high level access and awful at DX12 (I know I would be). It's not the APIs fault.
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