Originally Posted by rickcooperjr
So this meens the driver does nothing but compile it to a format each hardware can understand essentially making the driver do literally nothing other than say 7zip / win RAR it just puts it into the format the GPU can understand and does not tell said hardware or driver there is another competing GPU manufacturers card even in the mix all it sees is a workflow that needs compiled and that is the limit of the driver to GPU communication with DX12. The rest is done with the DX12 patch / code Microsoft gives developers and the software suite Microsoft develop to make it easy on DEV's and overtime said suite could become a plugin and literally be a plug and play experience for game / engine DEV's.
Well, my explanation isn't really 100% accurate. There's a step in between the application and driver where the code gets compiled into the d3d bytecode, for example.
Tbh, I don't know the full extent of what drivers will do in the context of dx12. Maybe kollock can detail it a bit. And I'm not sure I would compare compiling with compressing, but I guess the analogy sort of works.
I'm not 100% sure what you're saying in the last part of your post. The people who make the program or game have to write all of this stuff now. I don't see how microsoft could just package up a dll for multi-gpu support, if that's what you're saying.Edited by dogen1 - 10/27/15 at 11:19am