1
Direct X 12
Started by SgtMagor, Aug 13 2014 04:16 PM
11 replies to this topic
#1
Posted 13 August 2014 - 04:16 PM
#2
Posted 13 August 2014 - 04:22 PM
is DX11 even running properly yet in MWO?
#4
Posted 13 August 2014 - 04:24 PM
I'm trying to recall if DX12 requires a particular OS or not. We'll see.
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
#5
Posted 13 August 2014 - 04:25 PM
John80sk, on 13 August 2014 - 04:22 PM, said:
is DX11 even running properly yet in MWO?
No.
Deathlike, on 13 August 2014 - 04:24 PM, said:
I'm trying to recall if DX12 requires a particular OS or not. We'll see.
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
There will be a huge riot if they try to pull that again, and no one will upgrade. It'll essentially be a repeat of the DX10 disaster back during vista.
#6
Posted 13 August 2014 - 04:26 PM
I figured as much... haven't bothered trying to turn it on since they released it.
#7
Posted 13 August 2014 - 04:29 PM
maybe DX12 is the magic spell everyone has been waiting for!
#8
Posted 13 August 2014 - 05:03 PM
Deathlike, on 13 August 2014 - 04:24 PM, said:
I'm trying to recall if DX12 requires a particular OS or not. We'll see.
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
In any case, the current DX11 mode MWO has is for all intents and purposes is "just compatible" and "unoptimized".
i think DX12 is only in win8. i don't believe PGI does official support for win8 either.
#11
Posted 13 August 2014 - 05:16 PM
Windows 8 is a terrible OS for desktop machines.
Windows is getting to be like Star Trek films.. only the even ones are good.
Windows is getting to be like Star Trek films.. only the even ones are good.
#12
Posted 13 August 2014 - 05:31 PM
Greetings all,
From Karl Berg about Dx11, (jun214)
- Jin was noticing some very nice improvements DX11 side that might be sufficient for you to crank your settings back up a bunch.
- The intent was to have improvements for both DX9 and DX11. In fact, I think the holdup is on driver level fixes for the DX9 code path from nVidia. I'm not 100% on that though, I'd have to bug Jin for an update when we get back in on Monday.
- Regardless, he has some *really* neat stuff mostly working for DX11 now that I can't wait to see released.
D3D12- Dx12
- Pipeline state objects - Command lists and Bundles - Descriptor heaps and tables, everything designed to reduce the calls for information, or it's current state in order to be able to render everything faster. Dx12 has completely rewritten the method information is handled and used.
- But in order to be able to use any of this it would involve either waiting on a new engine drop from Crytek that includes D3D12 support; or implementing a new renderer ourselves (PGI) to use the new API.
- Microsoft specifically built Direct3D 12 as the next step in it's architecture, this was to compete against Mantle.
So, the game still needs to be optimized for Dx9 and Dx11. Normally requiring many different engineers and artists to 'go back in' to the current state of the game and specifically address everything needed. Very time consuming, and even if Dx12 was addressed it requires all the calls for items to be remapped to different locations. Effectively rebuilding the game code again.
Make it, get it working, make it stable and get it out there, is a normal path that's worked on. Cleaning up the systems/ items/ maps, and objects to address both Dx9c and 11 is not on the top of the list. But it's at least 'on the list', and should be addressed as each development team 'gets to it'. I don't think sweeping changes will happen till each group is completed there specific role in the code.
9erRed
From Karl Berg about Dx11, (jun214)
- Jin was noticing some very nice improvements DX11 side that might be sufficient for you to crank your settings back up a bunch.
- The intent was to have improvements for both DX9 and DX11. In fact, I think the holdup is on driver level fixes for the DX9 code path from nVidia. I'm not 100% on that though, I'd have to bug Jin for an update when we get back in on Monday.
- Regardless, he has some *really* neat stuff mostly working for DX11 now that I can't wait to see released.
D3D12- Dx12
- Pipeline state objects - Command lists and Bundles - Descriptor heaps and tables, everything designed to reduce the calls for information, or it's current state in order to be able to render everything faster. Dx12 has completely rewritten the method information is handled and used.
- But in order to be able to use any of this it would involve either waiting on a new engine drop from Crytek that includes D3D12 support; or implementing a new renderer ourselves (PGI) to use the new API.
- Microsoft specifically built Direct3D 12 as the next step in it's architecture, this was to compete against Mantle.
So, the game still needs to be optimized for Dx9 and Dx11. Normally requiring many different engineers and artists to 'go back in' to the current state of the game and specifically address everything needed. Very time consuming, and even if Dx12 was addressed it requires all the calls for items to be remapped to different locations. Effectively rebuilding the game code again.
Make it, get it working, make it stable and get it out there, is a normal path that's worked on. Cleaning up the systems/ items/ maps, and objects to address both Dx9c and 11 is not on the top of the list. But it's at least 'on the list', and should be addressed as each development team 'gets to it'. I don't think sweeping changes will happen till each group is completed there specific role in the code.
9erRed
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