Krystianpants
New member
Somehow we're not communicating very well. I'm not saying draw call batching will never lead to notable performance gains. It can, particularly in complicated 3D scenes. I'm saying it can't do so in this particular scenario! How many draw calls do you think it takes to compose this trivial W10M UI with transparency? Very very few! Optimizing something that barely occurs isn't going to make a noticeable difference. That's my point.
Hoping DirectX12 will make a noticeable difference in trivial transparency rendering is like hoping a two-handed sword will make it easier to butter your slice of bread. Sure, it works, but the sword is really only better than a bread knife when used for bigger tasks.
Anyway, I agree with the rest of what you say. I hope that whatever is holding your 520 back is fixed in W10M.
Ok sure, I think the discussion took two separate paths. Transparency requires multiple draws of a pixel, it will require more power than if it's off. We can agree on that. You need to scroll the start screen and live tiles update at the same time. You want to draw a smooth frame rate. Will it make a huge difference? Likely depends on the device. Windows phone 8.1 and 520 it makes a difference to turn it off. Even if it's just scrolling the start screen. But I gave it to my mom and have it bare bones no flare and it runs well with no resuming issues or anything of that kind.
Now the point I made with DirectX 12 making a difference is sort of correct but also as you say not noticeable as the next chip to support DirectX 12 will be super powerful anyways. Even the snapdragon 810 with adreno 430 only supports directX 11.2. 12 could definitely make a difference in gaming on the mobile platform. My guess is that the awaited "surface" phone will be the first of its kind to support it.