this post was submitted on 11 Sep 2023
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"I had to fix your shit in my shit because your shit was so fucked that it fucked my shit"
This is how games and drivers have been for decades.
There are huge teams at AMD and nVidia who's job it is to fix shit game code in the drivers. That's why (a) they're massive and (b) you need new drivers all the time if you play new games.
I read an excellent post a while ago here, by Promit.
https://www.gamedev.net/forums/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/5215019/
It's interesting to see that in the 8 years since he wrote it, the SLI/Crossfire solution has simply been to completely abandon it, and that we still seem to be stuck in the same position for DX12. Your average game devs still have little idea how to get the best performance from the hardware, and hardware vendors are still patching things under the hood so they don't look bad on benchmarks.
To attribute this most recent failure to an overabundance of hardware variety is a joke. This issue persists on all Nvidia and Intel cards. Why? Because it's an oversight pertaining to one thing they all share in common: their shared interaction with DirectX.
Let me repeat myself for the people in the back. The number of items they had to account for with this failure is one. One API.