Engine upgrade and DX12 coming to ETS2 and ATS!

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flight50
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#401 Post by flight50 » 06 Jun 2023 18:43

^Maybe, maybe not. They still have to slowly progress to a more common api. When DX13 does release, it won't be a ton of games on it. I'm not sure about this accuracy but:
331 games are dx12
3375 games are dx11

So DX12 can stick around for quite awhile until SCS extracts all they can out of DX12. They may never have to get off DX12 though. There are still features in DX11 that SCS could do but won't considering they are going DX12.
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Avelium
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#402 Post by Avelium » 06 Jun 2023 21:26

I hope with dx12 will come support of BC7 compression for DDS textures, because it has vastly better quality than default BC3 (also known as DXT4 and DXT5). For example, a 4096x1024 skybox texture won't have as much copression artifacts like BC3 while keeping same file size. I think that potentialy could be a huge improvement. Currently BC7 is crashing the game and also displays with incorrect color gamut.

Example:
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Maverick
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#403 Post by Maverick » 07 Jun 2023 00:54

I must be getting old because @Avelium I can't tell the difference HAHA
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bumbumek
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#404 Post by bumbumek » 07 Jun 2023 09:35

BC7 looks definitely more smooth, less jagged.
taneorb
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#405 Post by taneorb » 07 Jun 2023 13:25

From the recent apple event coverage https://forums.macrumors.com/threads/ap ... n.2391876/

Which is pretty interesting and I think would mean that if SCS actually went down that path the Mac version would actually be viable once DX12 gets implemented, although thats a big if on SCS's part. I could ditch my gaming pc entirely lol
Berniyh
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#406 Post by Berniyh » 07 Jun 2023 14:39

There were already some attempts (or at least thoughts) of running DX12 stuff on Mac using VKD3D (DX12-to-Vulkan transitioning layer) + moltenvk (Vulkan-to-Metal transitioning layer).
iirc the main issue was that Vulkan (and moltenvk) were lacking a bit behind in the development and some extensions/features were not yet available. But they have been catching up.
In general, it has been shown multiple times that these three APIs transition well into each other as long as all used features are supported by the host API.

In the end, it would be better if Apple would just ditch Metal in the long term and implement Vulkan like just about everybody else is (including Windows, but excluding XBox and maybe some other recent consoles).
Even newer Android devices ship with Vulkan rendering capabilities.
bumbumek wrote: 07 Jun 2023 09:35 BC7 looks definitely more smooth, less jagged.
True, but will it really make a difference so that everybody will go "wow"? doubt it
My hopes for the engine upgrade are rather improvements in anti aliasing.
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xXCARL1992Xx
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#407 Post by xXCARL1992Xx » 07 Jun 2023 15:35

use of BC7 compressed textures is already possible since DX11 was introduced to the game, downside is that it doesnt work on Linux or Mac, the reason why some mods dont work properly on these systems
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Berniyh
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#408 Post by Berniyh » 07 Jun 2023 16:20

Also not with the DX11 version on Linux?
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xXCARL1992Xx
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#409 Post by xXCARL1992Xx » 07 Jun 2023 16:22

there is no native DX version of Linux, if Protons Supports it than it works, but OpenGL doesnt like the BC7 compression that works under Windows, it will just be a black texture
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taneorb
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Re: Engine upgrade and DX12 coming to ETS2 and ATS!

#410 Post by taneorb » 07 Jun 2023 16:53

Berniyh wrote: 07 Jun 2023 14:39 There were already some attempts (or at least thoughts) of running DX12 stuff on Mac using VKD3D (DX12-to-Vulkan transitioning layer) + moltenvk (Vulkan-to-Metal transitioning layer).
iirc the main issue was that Vulkan (and moltenvk) were lacking a bit behind in the development and some extensions/features were not yet available. But they have been catching up.
In general, it has been shown multiple times that these three APIs transition well into each other as long as all used features are supported by the host API.

In the end, it would be better if Apple would just ditch Metal in the long term and implement Vulkan like just about everybody else is (including Windows, but excluding XBox and maybe some other recent consoles).
Even newer Android devices ship with Vulkan rendering capabilities.
I mean yeah pretty much every sane person is just yelling at apple to just adopt vulkan, but you know what Apple are like with proprietary standards. Maybe in like 5 years they'll get their head out of their ass and support it, but I'll take the fact that they are supporting their own DX12 to Metal translation layer.
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