#d3d12
ときにUEさん、DirectX12が不安定でよくd3d12関連でクラッシュしてまうんやけど、
だからといって安定してるVulkan RHIを使うとなると、アンチエイリアス方式がTSR/TAAだったときの兼ね合いでものっすごい残像が出てしまうのが惜しいところ

グラボも古いんかもしれんね
December 14, 2025 at 4:33 AM
#gamedev #godot #GodotEngine
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
ok, now recompiled with:
"scons platform=windows d3d12=yes vsproj=yes"😁
December 13, 2025 at 12:26 PM
#gamedev #godot #GodotEngine
𝓖𝓸𝓭𝓸𝓽𝓔𝓷𝓰𝓲𝓷𝓮 : @godotengine.org
Today, December 13th, the last GitHub update was compiled.
"scons platform=windows d3d12=no vsproj=yes"
The Mixamo model has been brought back to light!😁
December 13, 2025 at 11:30 AM
I wonder what marketshare #linux gamers need to reach on #steam to make AAA titles consider a #vulkan backend in addition the usual D3D12 (although VKD3D does work great, so probably not something any studio not already using Vulkan is actually taking into consideration)
December 10, 2025 at 7:24 PM
SDL: render: D3D12 Xbox does not have COMPARISON_FUNC_NONE yet
SDL: render: D3D12 Xbox does not have COMPARISON_FUNC_NONE yet
github.com
December 6, 2025 at 10:12 PM
SDL: Change how WinPixEventRuntime.dll is used under D3D12/Windows. (#14600)
SDL: Change how WinPixEventRuntime.dll is used under D3D12/Windows. (#14600)
github.com
December 5, 2025 at 5:42 PM
The only 3D-API feature where I would put my foot down and probably never support them in sokol-gfx is D3D12-style work graphs. Because the way the API is designed is just bonkers ... creating a dependency graph for the GPU via an imperative CPU API - this reeks of Direct3D Retained Mode)
December 5, 2025 at 11:43 AM
朝cloneして、ちょいコンパイルテスト。あれ?サイズ減った…?と、思ったけど、D3D12用のダイナミックリンクファイルが追加されて、総合的にはちょい増えた
December 5, 2025 at 11:40 AM
必須ではありませんでした。コンパイル時に…
d3d12=no
をつければいつも通り、VulkanとOpenGLになる模様です。
例えば、
scons platform=windows target=template_release bits=64 tools=no production=yes optimize=size_extra d3d12=no
のようにすればいけます。文字通り、DirectXは無効ですが
December 4, 2025 at 11:47 PM
lib32-vulkan-dzn 1:25.3.1-1 x86_64 Open-source Vulkan driver for D3D12 - 32-bit

Interest | Match | Feed
Origin
archlinux.org
December 4, 2025 at 5:14 PM
vulkan-dzn 1:25.3.1-1 x86_64 Open-source Vulkan driver for D3D12

Interest | Match | Feed
Origin
archlinux.org
December 4, 2025 at 5:14 PM
vulkan-dzn 1:25.3.1-1 x86_64 Open-source Vulkan driver for D3D12

Interest | Match | Feed
Origin
archlinux.org
December 4, 2025 at 5:14 PM
Godot 4.6-dev5 is out: The almost final release brings D3D12 by default, faster 2D, better patches, and Gradle builds for Android!
Godot 4.6-dev5 lands: D3D12 default, Delta Patching, Android Gradle, 2D boosts
Godot 4.6-dev5 goes live: D3D12 is now default on Windows, PCK patching gets efficient delta export, Android exports via Gradle land, and 2D rendering gets 1.1–7× speed boosts.
digitalproduction.com
December 4, 2025 at 5:02 AM
SDL: GPU: D3D12: Use WinPixEventRuntime.dll for debug events when available.
SDL: GPU: D3D12: Use WinPixEventRuntime.dll for debug events when available.
github.com
December 3, 2025 at 8:01 PM
SDL: GPU: D3D12: Use WinPixEventRuntime.dll for debug events when available.
SDL: GPU: D3D12: Use WinPixEventRuntime.dll for debug events when available.
github.com
December 3, 2025 at 8:00 PM
Since posting my debugging tale, I've learned more:

- I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large).

- A D3D12 method, SetStablePowerState, is available to disable these dynamic changes.

Some numbers below!

1/
December 3, 2025 at 12:09 AM
SDL: GPU: Prefer D3D12 over Vulkan when available
SDL: GPU: Prefer D3D12 over Vulkan when available
github.com
December 1, 2025 at 10:50 PM
Key insight: The article's graphics API representations sparked debate. OpenGL, WebGL, WebGPU, Vulkan, D3D12, and Metal's cross-platform claims and implementation details require careful validation. Always verify API specifics for your projects! #GraphicsAPI 2/6
November 24, 2025 at 8:05 AM
I have just spent an inordinate amount of time debugging my D3D12 backend, at times questioning how it was even able to render anything. Fixed it. Only to fire up the Vulkan backend and have that crash. Some days are seemingly not meant for productive graphics work.
November 21, 2025 at 4:04 AM
AMD's GPU Reshape: Debugging shaders with Avalonia!

✅ API agnostic (Vulkan/D3D12)
✅ Instruction-level validation
✅ Real-time GPU→CPU messaging
✅ Cross-platform UI

Professional graphics debugging powered by .NET & Avalonia.
github.com/GPUOpen-Too...
November 17, 2025 at 6:15 AM
Anno 117 is great... Except now I'm getting the D3D12 error and it crashes after like 5 minutes of gameplay.
Moved it to my extra SSD, and trying it out now.
November 16, 2025 at 11:03 PM
Cool. I'm using SDL2 at the base for run loop, input, and audio. Rendering is all my own though once I get the SDL_Window. D3D11, D3D12, Vulkan, Metal, GNM, AGC, and NVN renderers on top of that for the respective platforms.
November 16, 2025 at 3:44 PM
it kills me how bad AMD on Windows is, and how amazing AMD on Linux is compared to NVIDIA on Linux (thanks to valve)

maybe shipping with the d3d12 renderer on windows by default will serve better
November 16, 2025 at 1:58 AM
lib32-vulkan-dzn 1:25.3.0-1 x86_64 Open-source Vulkan driver for D3D12 - 32-bit

Interest | Match | Feed
Origin
archlinux.org
November 15, 2025 at 12:30 AM
lib32-vulkan-dzn 1:25.3.0-1 x86_64 Open-source Vulkan driver for D3D12 - 32-bit

Interest | Match | Feed
Origin
archlinux.org
November 15, 2025 at 12:30 AM