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  • #124167

    Great topic. The key thing people miss when comparing DX12 Ultimate and Vulkan draw call dispatch is that “low overhead” only helps if you’re actually CPU-bound, which in competitive titles means you almost always are at 1080p or 1440p playing games like CS2, Valorant, or R6. On those engines, the bottleneck is single-core CPU performance and command buffer recording latency, not shader throughput. Vulkan’s explicit model really shines on AMD RDNA

    "Valorant Immortal 2 | 800 DPI @ 0.31 In-Game Sens • NA East"
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