From what I've read so far, migrating to DX12 will not be an easy task. It's a different API and will require not a small amount of work to make use of it.Will there be any efforts to make the game take advantage of directx 12 once it's out?
Found this link today showing some advantages of DX12 on the CPU front:
I recently bought a r9 270 4gb and don't wish to buy another card just after about a year. And I'm sure I'll have to run the game at less than max settings which I obviously don't want to. It would help out a bunch for people in similar predicament if Witcher 3 would get post launch support for DX12.
So my question is - is it possible to upgrade the game for DX12 easily enough to make the effort worth the time? Or does DX12 work in such a way that the game will simply be able to take advantage of it when it comes out without the need for any additional work by the developers?
oh and what about mantle?
An open world game like W3 could easily be both, GPU and CPU bound. Same if true for example with the Assassin's Creed games, they can be both limited by CPU and GPU depending on the situation and settings.Also from what was shown so far, DX12 will help with CPU bound games, if TW3 is GPU bound, then there might not be much difference.
There are no more game with DX9 since a while, all games being developped under DX10/11 since almost five years now. Only really old games still run on DX9, and upcoming new titles will probably run with DX12 in a few months, but I think it's a bit early for The Witcher 3 since we don't know when DX12 will be released yet, and most users won't upgrade to windows 10 soon.Personally, i don't mind if they do or they don't do it.
If what Micosoft sais is true, it would be a great improvement... but be realistic, right now pc games are dx9, most of them, and some few of these dx11, too. I'm not sure but I think that dx12 will be only for the new Windows OS, it means to make a game compatible for 3 different dx versions.
So I think that most surely most of the games will not use it, and I prefer the game to work that to make some experiments, for an OS that is by now in beta status. Improvements are good, but to be practical, is good, too.
Intel's demo at Siggraph seemed to show that, but I don't think it really did. What it showed is that it's possible, at the level of a demonstration anyway, to have a program that switches between DirectX 12 and DirectX 11 on the fly. But I doubt it was done just by substituting the DLL linkage. I suspect they had different pipelines for each mode.Do you have any source for that?
Not really a DirectX 12 question, but the answer is yes. John Mamais stated, with specifics, that they are using PBR.
I was looking very closely at the screenies and I could see some things that were telling of PBR - like image based specular map looking things on Leather, swords, and so forth, but other things don't seem to be present like subsurface scattering or indirect lighting. When I did see things that appeared like they were SSS, they seemed to be baked into the diffuse. Like the little red ridges underneath the cheek on the Zoltan Screenshot.Yep it's physically based, couldn't you tell by looking at the screenies