Next Generation Of The Game Engine And DX12 Support

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plykkegaard
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Re: Next Generation Of The Game Engine And DX12 Support

#241 Post by plykkegaard » 08 Dec 2022 17:50

As said DX12 is not a magic wand
At best you will get improvement in performance if the engine is upgraded to multi core at the same time

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Re: Next Generation Of The Game Engine And DX12 Support

#242 Post by DGAF_AK87 » 08 Dec 2022 18:13

To be fair, they could've done it with 11, but instead. They kept the entire simulation of the world on one core and thought the GPS needed its own core..... ply I have really low expectations here considering how close to the edge the game runs already unmodded.
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Re: Next Generation Of The Game Engine And DX12 Support

#243 Post by xXCARL1992Xx » 08 Dec 2022 18:15

they did this because they moved directly to porting it to DX12 (and maybe even Vulkan) why try to implement something with an old API when you upgrade it to the next iteration (and maybe its counterpart) and have to start again ?
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Re: Next Generation Of The Game Engine And DX12 Support

#244 Post by DGAF_AK87 » 08 Dec 2022 18:24

I don't know, I'm not a programmer but I feel like if I was going to implement a new API. I would at least make sure that it's not half baked...... The jump from 9 to 11 was going to be noticeable no matter what. Its a very big jump in that regard, but on the flipside. Not trying to maximize its potential before jumping to the new one just screams "We have no idea what the hell we're doing." I want to be proven wrong, I really do, but I doubt I will.
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Re: Next Generation Of The Game Engine And DX12 Support

#245 Post by xXCARL1992Xx » 08 Dec 2022 18:27

how do you know it was half baked if you yourself say you are not a programmer and dont know anything about it ?!

DX11 gave a boost im performance relative to DX9 and SCS wanted to start expanding it but changed it to go DX12/Vulkan instead, the way over DX11 had do be done anyway because it is easier then to go straight to DX12 from DX9
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Re: Next Generation Of The Game Engine And DX12 Support

#246 Post by JoeAlex23 » 08 Dec 2022 18:37

I'm a programmer and i can assure you DX11 is not "half baked" as you claim, DX11 improved the game quite a lot more that people give it credit for, SCS just took the decision to postpone all the plans they had for DX11 (besides FMOd and Multiplayer) to focus on moving to DX12, as Carl said, moving from DX11 to DX12 is easier than DX9 to DX12.
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Re: Next Generation Of The Game Engine And DX12 Support

#247 Post by Optional Features » 08 Dec 2022 19:09

DGAF_AK87 wrote: 08 Dec 2022 17:30 You know, I'm still trying to figure out where this whole push of "Ultra realistic graphics will fix this game" came from. DX12 should be a good edition especially if SCS takes their time and does the implementation correctly. 11 has been a dumpster fire at best with how bad its turned out to be truth be told.
I don't believe it would. At the end of the day, a game can look terrible, and still be fun to play (minecraft, motortown, etc). But since SCS seems to focus on graphics quite a bit (instead of features), going all out on graphics is one way to improve things. It would also help highlight some of the work done by the mapping team.
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Re: Next Generation Of The Game Engine And DX12 Support

#248 Post by DGAF_AK87 » 08 Dec 2022 19:21

I have very limited experience programing and I mean LIMITED. I just caulk it up as none at this point because said experience is from high school and that was about 10 years ago. So as you could imagine, I'm going off of old recollection.

As I stated the jump from 9 to 11 was going to be noticeable. The amount of difference and improvement between the two API's is unparalleled. 11 came in right when tech really started leaps and bounds right at the turn of the 2010's.

Maybe half baked was a bit too far, but dx11 is not perfectly implemented by any stretch of the imagination. Its not a secret that it isn't great and could be better, but it isn't terrible. Spending the amount of time I did playing during covid and learning what the game is doing at least got me a little in tune with it. Now I could probably attribute some things to how P3D is utilizing the cpu as well, but that is an entire different argument on its own accord.

As for it being easier to take a game from 9 to 12 than it is from 9 to 11 or 11 to 12. I wouldn't know. I haven't messed with 12 and I barely messed with 9 and 11 over a decade ago. So bare with me a little bit there
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Re: Next Generation Of The Game Engine And DX12 Support

#249 Post by NoDe31 » 08 Dec 2022 19:30

Only thing that is half baked as far as graphic is concerned is AA... How they implement it its borderline useless without scaling at least at 200+%, and scaling brings needless performance hit on system... Solve AA, remove relaying on scaling, and you get Ok-ish looking game with huge boost to performance...
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Re: Next Generation Of The Game Engine And DX12 Support

#250 Post by JoeAlex23 » 08 Dec 2022 19:35

I know DX11 is not perfect and i never claimed it was, but as i also said, SCS just decided it was better to hold all the improvements they had planned for DX11 until DX12 was implemented to avoid having to do things twice, and as is always repeated on this forum, DX12 is not a magic tool that will instantly fix everything, but it will allow SCS to do so if they give DX12 the proper use.

As far as graphics go, they are also working on a new Render System, some devs have said here on the forum that there is no point on messing with the AA and other things if they are in the process of rewriting and improving everything else already.
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