Microsoft's D3D9On12 mapping layer for TSC - NerdVue This is probably the DX12 simulation layer used in the updated version of TSC and this is a simple of what it might do wrt TSC. DirectX9 is still used in many games, but remember that it's 20 years old, and doesn’t have the same graphics/cpu enhancements that DX11/DX12 have. Microsoft have introduced an open-source app called D3D9On12 which is a software translation layer, which maps graphics commands from D3D9 to D3D12. It does not include all the benefits of DX12 to a DX9.0c (TSC) game. In many ways it was formulated to be used with the new Intel ARC gpu’s as these will no longer support D3D9 (which will probably be the same for the future NVidia and AMD graphics cards. Microsoft has stated that D3D9On12 is "a pretty good conversion of the D3D9 layer," but Intel comments that it can cause issues in some games, including "visual errors, artifacts, flickering, or even crashes, plus fps drops." However, wrt TSC, a buggy native Direct3D9 implementation can cause the same problems. Difference between DX11 and DX12 The reason DX12 is needed is that it prioritises/loads more tasks onto the graphics chip, this means that the cpu has less to do, thus the game is not affected by any other processes going on in OS (background). Using a DX12 “true game” means that wrt a graphics chip you may see better performance because the code is allocated between the multiple cores simultaneously instead of dumping loads onto one core at a time. That is DX12 allows the CPU to graphics commands and compute commands to the GPU faster than ever before. For the gamer, that means better framerates and a better visual gaming experience. A D3D9on12 emulation may convey some of these benefits on a D3D9 game like TSC, but it is an emulation and it may initially affect frame rates. You need to remember that DirectX 11 doesn't take advantage of multiple cores in this fashion, thus a single core is doing all the work while the others remain idle. It has been reported that DirectX 12 may show up to 50% improvement in CPU utilization over DirectX 11, and a better use of threads. References https://learn.microsoft.com/en-us/windows/win32/direct3d12/directx-12-programming-guide https://devblogs.microsoft.com/directx/directx-12-high-performance-and-high-power-savings/ https://github.com/microsoft/D3D9On12 https://www.intel.com.au/content/www/au/en/support/articles/000091237/graphics.html https://devblogs.microsoft.com/dire...d3d9on12-and-d3d11on12-resource-interop-apis/ https://blog.desdelinux.net/en/micr...cir-los-comandos-de-direct3d-9-a-direct3d-12/ https://github.com/microsoft/D3D9On12/blob/main/README.md