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1. Immediate APIs vs.

Command-buffer APIs:
https://computergraphics.stackexchange.com/questions/8185/what-are-metal-and-
vulkan?rq=1

Metal, Vulkan, and Direct3D v12 represent a dramatic departure API-wise from prior
low-level graphics APIs. They use a command-buffer-based interface, where you
record rendering commands into a command buffer object, then execute those commands
at some later period.

In the immediate APIs, you can only effectively have one thread issuing rendering
commands. In command-buffer APIs, multiple threads can build multiple CBs
simultaneously, and then one thread submits them all as a single bunch of work.
This allows better utilization of CPU resources for CPUs with lots of cores.

2. DirectX 12 utilizes more CPU cores than DirectX 11:


https://steamcommunity.com/discussions/forum/11/530646080851521658/

I've read that DirectX 12 will scale up to 6 cores very well. This should really
improve DirectX12 performance above DirectX 11 since I read DirectX 11 was not
scaling up well past 2 cores in terms of expanding API call performance.

3. DirectX 12 is asynchronous while DirectX 11 is synchronous:


[Need a link]

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