DIRECTX 12 FOR PC DRIVER
Overhead is significantly reduced by moving driver and API code to any available CPU thread.
In DirectX® 12, however, the command buffer behavior is radically overhauled in five key ways: In addition to modest multi-threading in DirectX® 11, a disproportionate amount of CPU time is frequently spent on driver and API interpretation (overhead) under the DirectX® 11 programming model, which leaves lesser time for executing game code that delivers quality and framerates.
This lack of utilization is owed to DirectX® 11s relative inability to break a games command buffer into small, parallel and computationally quick chunks that can be spread across many cores. One notable characteristic of DirectX® 11-based applications is that many of these CPU cores in any multi-core CPU go partially or fully unutilized. Modern PCs often ship with multi-core CPUs like AMD FX processors or AMD A-Series APUs. Things on this to-do list might include lighting, placing characters, loading textures, generating reflections and more. The command buffer is a games to-do list, a list of things that the CPU must reorganize and present to an AMD Radeon graphics card so that graphics work can be done.