So, essentially, no validation, you have to manage your own buffers (with some help in DX12 I think), you can shoot yourself in the foot all day long. But if you manage to avoid that, you are able to reduce overhead and use multithreading.
So, essentially, no validation, you have to manage your own buffers (with some help in DX12 I think), you can shoot yourself in the foot all day long. But if you manage to avoid that, you are able to reduce overhead and use multithreading.