DX9 vs DX11 renderer?

I think I’ll give the DX11 renderer another spin soon
I’ll surely avoid tessellation on characters (anything tessellated that cuts against the nearplane results in the near-tessellation issue and I have a first person view), and I’ll have to make a test where my shaders don’t use the CustomLighting model (since that makes it be processed in the forward renderer so you lose the performance advantage of deferred)

I’m still doubtful on the viability of including DX11 in a production game with UDK. I remember there being different issues and I don’t know how many were resolved in the end. if your game allows switching between DX9 and DX11 I guess you should be fine (as long as you don’t have the nearplane over-tessellation issue, which I’m sure caused a major overheating in my GPU that crippled it forever)

@O_and_N the last UE3 full-licensee cangelist didn’t have any DX12 support. if they indeed added it it was surely an inside job

@CobaltUDK as for shadow acne I have a possible solution regardless of the renderer - it involves distorting the vertex shader in the shadow pass (so you have to add it to every material in your game). it alleviated shadow acne significantly in my game, however I only had pointlights. also it has a small performance cost. let me know if you’re interested