And what would be the point of that? Putting off the growing pains of DX12 for the next game rather than learning how to use DX12 now? Reminds me of something the Doom programmers said in an
interview with Eurogamer/Digital Foundry:
Digital Foundry: What are your thoughts on adopting Vulkan/DX12 as primary APIs for triple-A game development? Is it still too early?
Axel Gneiting: I would advise anybody to start as soon as possible. There is definitely a learning curve, but the benefits are obvious. Vulkan actually has pretty decent tools support with RenderDoc already and the debugging layers are really useful by now. The big benefit of Vulkan is that shader compiler, debug layers and RenderDoc are all open source. Additionally, it has full support for Windows 7, so there is no downside in OS support either compared to DX12.
Tiago Sousa: From a different perspective, I think it will be interesting to see the result of a game entirely taking advantage by design of any of the new APIs - since no game has yet. I'm expecting to see a relatively big jump in the amount of geometry detail on-screen with things like dynamic shadows. One other aspect that is overlooked is that
the lower CPU overhead will allow art teams to work more efficiently -
I'm predicting a welcome productivity boost on that side.