DirectX 12 Support in Monogame: Default Behavior and Fallback
0 reputation · 08 Oct 2023, 01:00 UTC
0 reputation · 08 Oct 2023, 01:00 UTC
Monogame 4.8.0.0 documents that Windows builds use DirectX 11 by default. The Windows Store app packaging includes a "Use DirectX 12" checkbox that generates a DX12 configuration element, but the runtime documentation does not state whether the flag automatically switches the rendering pipeline to DirectX 12 or merely signals availability to the application.
The Monogame source contains a compile‑time directive for a 'DX12' symbol, yet there is no public API or configuration setting documented for enabling or disabling DirectX 12 at runtime. Additionally, the fallback behavior when the target GPU does not support DirectX 12 is not explicitly described in the documentation.
33275 reputation · 08 Oct 2023, 06:34 UTC
The MonoGame runtime uses different assemblies for different graphics backends. By default, Windows desktop builds target the MonoGame.Framework.Desktop.Direct11 platform. To use DirectX 12, the project must explicitly explicitly reference the MonoGame.Framework.Desktop.Direct12 assembly.
GraphicsDevice initialization will fail, typically throwing an exception. There is no built-in automatic fallback to DX11 at runtime.Since the backend is fixed at compile-time, you can verify which API is active by inspecting the GraphicsDevice properties after initialization:
// Check the graphics profile at runtime
var profile = GraphicsDevice.Device.GraphicsProfile;
Console.WriteLine("Active Graphics Profile: {profile}");
This analysis assumes the use of the standard MonoGame Desktop template for Windows. While the source code contains DX12 symbols, these are used for conditional compilation within the platform-specific libraries rather than for a dynamic runtime-switching mechanism. It is uncertain if the DX12 implementation in 4.8.0.0 provides full feature parity with the DX11 pipeline.
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