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Chris Roberts On Using DX12 & Compute In Star Citizen

Chris Roberts On Using DX12 & Compute In Star Citizen

If y'all're a fan of space simulation games, Chris Roberts is probably one of your favorite game developers. The man who created Wing Commander is back with a vengeance; Star Denizen is by far the most funded video game of all time and shortly it volition pause the incredible barrier of $100M.

The CRYENGINE powered championship is incredibly aggressive in all of its aspects, including technology. Chris Roberts himself talked most Star Citizen's implementation of DirectX 12 in general and Compute in a lengthy interview with Gamers Nexus.

We're in process. It's office of 1 of the tasks of the engine group right now, and then it's actually something nosotros've commenced on and are working on. We're doing it the correct way, versus but changing a couple API calls and saying 'nosotros've got Dx12,' and so it won't exist ready until next year, but nosotros're actively working on it. We work pretty closely with AMD and it'south one of the things that is a large bargain to them and would be a big deal for nVidia, too. We actually want to endeavor to use more of the power of today's graphics cards, and so information technology'due south that, information technology's besides on the compute side where there's a whole bunch of stuff that we're starting to lay onto compute, allowing u.s. to do pretty cool stuff, similar voxels and stuff like that.

Star Citizen won't be updated to DirectX 12 until 2022, then, but that's because Chris Roberts doesn't think it would be worthwhile until the pipeline has been refactored.

I call up, fundamentally, at that place is some definite work that has to happen on the low-level in all game engines to really button Dx12. It's not simply calculation more jobs, it's as well about refactoring some of the pipeline, how you deal with the data, how you organize your resources and so yous can be more parallel, which is how you get the real power of Dx12 or Vulkan. You tin take a Dx11 renderer and make it Dx12 pretty quickly. Y'all're non going to get the do good of Dx12 or the Vulkan stuff until you lot practise more fundamental refactoring.

That's what we're doing – we're proverb, 'we're gonna do it right so that we'll really get the performance gains.'

That'south very interesting to hear. As some developers have already noted, DirectX 12 is not a magic wand that delivers incredible performance boosts past pulling a switch; developers will take to work hard in order to actually become that extra juice out of the lower level API, and it sounds similar Cloud Imperium Games is upwards for information technology.

Chris Roberts also added that Vulkan is interesting to the studio and he would like to employ it, though CRYENGINE's OpenGL implementation isn't great notwithstanding.

Oh, totally. It totally is. From my standpoint, nosotros would like to apply Dx12 as well every bit OpenGL Next, Vulkan – nosotros want to support Unix. Our servers run on Unix, and so our codebase works on Unix too as straight Windows, but the problem nosotros accept is nosotros don't take a graphics commuter yet – at that place's an OpenGL implementation that was recently released with CryEngine, but it'south pretty early on, pretty tedious.

It sounds like Vulkan support will be coming to Star Citizen at some point, but only after DirectX 12. The game is existence released in modules and while it was originally meant to be fully bachelor past late 2022, it may well slip into 2022 with the corporeality of features that still need to be implemented.

Source: https://wccftech.com/chris-roberts-on-using-dx12-compute-in-star-citizen/

Posted by: bellparist98.blogspot.com

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