“Moving Cyberpunk 2077 to D3D12”

  • ©Tim Green



Entry Number: 38


    Moving Cyberpunk 2077 to D3D12



    This talk provides an in-depth look at the D3D12 integration in Cyberpunk 2077. It discusses the transition from D3D11 (used in The Witcher 3: Wild Hunt) to the new API, while other parts of the renderer were actively being worked on. It then goes on to look at how some specific topics were approached and implemented; in particular, tasks that were previously handled by the driver, but are now the responsibility of the application, such as memory management, resource barriers, resource binding, and command list submission. It ends with a look at a material used extensively in the game, and how it worked together with D3D12.


    Aftermath 2021. Nsight Aftermath SDK. https://developer.nvidia.com/nsight-aftermath  D3D12MA 2019. D3D12 Memory Allocator. https://github.com/GPUOpen- LibrariesAndSDKs/D3D12Memor

    Jonas Meyer. 2016. Rendering Hitman with DirectX 12. In Game Developers Conference 2016.

    Tiago Rodrigues. 2017. Moving to DirectX 12: Lessons Learned. In Game Developers Conference 2017.



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