DX12, eager to show off, executed every effect at full quality. He multi-threaded the glass, compute-shaded the fire, and async-computed the dust. For three seconds, he hit 144fps. The crowd cheered.
DX11 stepped up first. He lined up his draw commands like a Victorian butler—one after another, polite, sequential. CPU core 0 screamed. Core 1, 2, and 3 sat idle, sipping virtual coffee.
In the blue corner: , the upstart. Sleek. Multithreaded. Promised lower overhead and higher frames. He was volatile, brilliant, and prone to silent errors if you looked at him wrong.
And somewhere, the teapot finally landed right-side up.