Are GPU drivers hand optimized for specific games using low-level APIs?

by CodeSandwich   Last Updated September 01, 2018 17:13 PM

The GPU drivers often have slightly different behavior depending on game or program, which is using them. It optimizes performance, bypasses bugs and improves overall experience in popular games, especially demanding AAA ones. There was even a question on this stack about it a few years ago.

This strategy seems reasonable in the world of high level GPU APIs, like Direct3D up to 11 and OpenGL. These standards are very complicated, drivers don't comply with them perfectly and much of computation burden is pushed to the driver.

But what about the new, low level APIs like Direct3D 12, Vulkan and Metal? The standards are simpler for drivers to implement correctly and less computations are hidden inside the driver, they are in the hands of game authors. There seems to be just much less to do on driver side about improving game experience.

Are GPU drivers hand optimized for specific applications using low level APIs?

Related Questions

How to get metal texture ID

Updated December 08, 2018 16:13 PM

Copying a metal texture to to Opengl

Updated December 09, 2018 00:13 AM

Using a MTLTexture as the environment map of a SCNScene

Updated December 27, 2017 21:13 PM

Unity - No Antialiasing when using Metal on macOS?

Updated April 10, 2017 09:13 AM