DX 12
Posted: 03 Jun 2015, 12:11
Hello all,
I've been lurking on here and the main page for several years, keep up the good work!
Anyways, just saw the post with the tramcar on the main page, and it got me thinking about the massive increase in draw calls in dx12 (not the same as polygon count I know). Since you guys are going with Unreal4, will you also be trying to tap into dx12? Maybe populate the world with even more things (huge swarms of fish, pods of wharks trying to attack the trams as you go past?) that cyan would have done had they had access to the current level of tech. They also just announced some new liquid effects, maybe that could help you tackle the morphing water in Riven, which surely must be drving you all bonkers!
Anyways, all these models look miraculous!
DR
I've been lurking on here and the main page for several years, keep up the good work!
Anyways, just saw the post with the tramcar on the main page, and it got me thinking about the massive increase in draw calls in dx12 (not the same as polygon count I know). Since you guys are going with Unreal4, will you also be trying to tap into dx12? Maybe populate the world with even more things (huge swarms of fish, pods of wharks trying to attack the trams as you go past?) that cyan would have done had they had access to the current level of tech. They also just announced some new liquid effects, maybe that could help you tackle the morphing water in Riven, which surely must be drving you all bonkers!
Anyways, all these models look miraculous!
DR