non of the problem you describe is really caused by Direct X 11...



now NVidia Gameworks.. i dunno of there was any noticable improvement in that situations, but also blaming it exclusivly for anything is just wrong


also "burn your money down" unless you talk about eletrical bills, which fair point.. no it wont.. as long as you have an ACTUALL GOOD cooling solution, it will totaly NOT burn your money down




NOW i do not say i do not want either DX12 or Vulkan, but claiming not using them is holding the game back in a major fashion or that the game isnt "optimised for modern hardware" is just.. blattanty misudnerstanding the subject matter, if anything its CBU3 who fucked up, or the people who made their engine. a swap to DX12 wouldn NOT change the GPU utilization peaking all the time(which honestly isnt bad itself in theory) the DX12 renderpipeline as an example, is not only not the only piece that needs to be considerd(the renderpipeline of the engine in particular needs to be considerd as well to eliminated stuff like overdraw etc) but all it does if we break it down is runn steps in parallel that where in series during DX11. the freetime would just be used to render more frames, which is performance increase, sure but the GPU utilisation would be the same.


and the framerate limiter problem you have... thats a fault of the game,not the API, i dont even know how you came to that conclussion