I mean, the DirectX SDK already has a similar runtime to use a DX11 swapchain on top of DX12, and 11-on-12 is how (as I understand it, though someone more knowledgeable feel free to correct me) DX11 is implemented on Xbox One and UWP
Unity is just now updating the runtime for the first time in seven years. I think only the 2017.x releases have the new Mono, and most platforms use their IL2CPP AoT compiler I believe
Things seem to be much better now that I've got 8.1 and some various other updates in. Still have more updates installing, and hopefully everything is peachy keen by tomorrow evening when I do the Day 1 post :)
Having updated the drivers and OS, it seems that the issues are all fixed by this point (which I'm putting in the Day 1 entry tomorrow). Was a really disconcerting out-of-box experience, though.
OP here. I was expecting something called a "Microsoft Signature Device" to be similar to a Nexus device, wherein MS was working with the OEM to make a sort of reference device for the form factor. Nexus devices usually don't have the latest-and-greatest, and they still work pretty damn well.
What I got out of this instead is that MS guarantees a "Signature Device" to just be free of any bloatware. I was also deceived by the devices in-store working perfectly well, but having been already fixed by store employees before customers could get to them.
Unfortunately, I need it for work and for some other Windows Store dev work I'm doing. So, I'm suffering through it and leaving my impressions in the hope that MS can smooth over this experience later.
Remote: Yes
Willing to relocate: Inside Canada, but avoiding if possible.
Technologies: Angular, TypeScript, React, Vue, GraphQL, Rust, Wasm, C#, .NET Core, ASP.NET, Azure, Docker, Kubernetes, Kotlin, Android, C++, Python
Résumé/CV: https://represent.io/berwyn (PDF available through link)
Email: [email protected]
Serial generalist, at my most recent job I've been a front-end dev, and the primary DevOps, SysOps, and CorpIT point-of-contact.