Comments (1)
Hey there! Unfortunately this sample requires some functionality that's not guaranteed in the baseline D3D12 feature level. In particular it requires at least Tier 2 for resource binding, since it uses bindless techniques for accessing textures and buffers in the shader. I believe I set the app to check for FEATURE_LEVEL_11_1 since that includes Tier 2 resource binding, so if your GPU only supports FEATURE_LEVEL_11_0 you'll get that error message. Do you know which exact GPU you have in your PC?
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Related Issues (16)
- Any reason to require Feature Level 12_0? HOT 2
- Isn't the ground albedo a reflectance? HOT 3
- Exception thrown by SetComputeRootDescriptorTable call in RenderDeferred() due to invalid resource state (occurs only in the Debug build) HOT 1
- Readme.md has incorrect link to full blog post HOT 1
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- Hitting assert a break in ResourceUploadEnd HOT 3
- CustomBuildEvent attempting to copy non-existent dxcompiler.dll causes the build to fail HOT 1
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- Program Crash HOT 1
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from deferredtexturing.