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DX 12 Features

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I know it's hard to factor in when using a third party engine and targeting consoles too, but will there be any specific consideration to DX12 resource management and multi-adapters?

For example:

multiple dedicated GPU's not in Crossfire or SLI

dedicated GPU and integrated UMA GPU

I know Microsoft used Unreal Engine as a testbed for splitting post processing work onto the integrated GPU for a performance boost.

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Hi ColesyM,

We're totally looking into these features and seeing how we can utilise them in our development pipeline or not. We have a great relationship with Microsoft so we'll see what we can do.

Thanks for your support!

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