![]() ![]() How do I fix the DirectX 12 error on Halo? System Conflicts: Conflicts with other software or hardware on your system could cause the DirectX 12 error in Halo Infinite.Game Installation Issues: If the game was not installed correctly, you may experience errors such as the DirectX 12 error.Missing DirectX Components: DirectX is made up of several components, and if any of these components are missing or damaged, you may encounter an error.The DirectX 12 error might be fixed by updating your drivers if you have outdated ones. Outdated Drivers: Updating your graphics card drivers is necessary to ensure compatibility with the most recent games.Incompatible Graphics Card: As mentioned above, If your graphics card does not satisfy the minimal requirements for the game, you will more than likely receive the error.Why Do I Keep Getting Directx12 Error in Halo? To help you resolve these issues, we have outlined a detailed guide on how to fix the DirectX 12 error in Halo Infinite and get back to playing your favourite game. Have you tried launching Halo Infinite and received an error message: ‘ Could not find compatible Graphics Device due to the following missing feature: Hardware Tiled Resources Tier 2’?Ĭompatibility issues, outdated or missing DirectX components or problems with the game’s installation or configuration tend to be common culprits. Launch the app and click Start Scan to locate driver errorsĬlick Update All Drivers Now to fix all errors.This notion of work reuse can be used for ray tracing, especially in the case of global illumination, which is a common example of a slow-changing and very expensive shading computation.įor more info on the tech behind the tech, head here. Picture, for example, a wooden telephone pole - regardless of your head and eye position, it looks essentially the same.īy using Sampler Feedback, we can more efficiently shade those objects at a lower rate (say, every third frame, or perhaps even lower than that) and reuse the object’s colors (or “texels” as they’re referred to) as calculated in previous frames. But most objects will actually change very little as you move your head, and as such, it’s a waste of precious GPU cycles to keep recalculating the same exact colors that make up those objects every frame. Some objects will indeed change appearance as you change your point of view - notably those which are glossy or shiny. ![]() The main thing that changes is your point of view. But the majority of the scene is unchanged. If you look outside your window, you might see trees blowing in the wind, pedestrians passing by, or birds flying in the distance. But in most games - as in the real world - relatively little changes from frame to frame. Virtually all of today’s games render new frames “from scratch”, meaning that they generally don’t use calculations made prior to that frame (except for temporal anti-aliasing, NVIDIA DLSS, and the occasional post processing technique). So by using VRS, their shading rate can be decreased without affecting image quality to any appreciable degree, giving the game an instant performance boost. These areas are motion blurred to add to the sense of speed, and are therefore difficult for a player to perceive during gameplay. The area next to the car has been shaded once per four pixels (green), and the road to the far left and right periphery has been shaded once per eight pixels (yellow). The colored overlay on the right side shows a possible application to a frame - the car, sky, and foliage have been shaded at full rate (i.e., blue region) to preserve fine details. In the visualization image below, you can see how VRS can apply different shading rates in a scene. So by reducing the shading rate of numerous pixels per frame, GPU workload is decreased, increasing performance. For example, black pixels in a shadow look no different when the shading rate is reduced. Under the hood, developer-made algorithms identify pixels that the player can’t easily see and pixels that infrequently change or update, and use VRS to reduce the rate at which they are rendered (shaded).
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