Why is DX12 so much slower than DX11?

Hey! As it relates to Unity 2022, we usually recommend DX11. Hence it is set as “default”, meaning the first priority in the Auto Graphics API settings. Unity 6 introduces meaningful improvements to DX12 so I recommend giving it a try and sharing what you see.

There are good reasons to use DX12 besides Ray Tracing. Multithreading is a good example. Based on our tests, using internal benchmarks and actual game projects, Split Jobs (Unity 6) seem to be effective at reducing CPU latency, Both in the Editor and Player. There are other benefits, like async compute, Native Render Pass support (for ARM based devices) and PSO tracing to eliminate stutters.

If you see such a drastic regression in performance compared to DX11 also in Unity 6, please share more details! For the last question, a quick way to test would be to fetch the 3D sample projects from the Unity Hub (Create new project → Sample).

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