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Star Citizen Developers Discuss DirectX 12/Vulkan Support

Star Citizen Developers Discuss DirectX 12/Vulkan Support

Star Citizen Developers Discuss DirectX 12/Vulkan Support

Star Citizen Developers discuss DirectX 12/Vulkan support

 

In a new Q/A video on the Star Citizen YouTube channel, the developers have confirmed that they are working to support next generation APIs like DirectX 12 and Vulkan, with plans to include support for Asynchronous Compute and heterogeneous Multi-GPU setups. 

The developers have also stated that they are looking into several multi-GPU technologies from traditional AFR (Alternate Frame Rendering), where GPUs render every other individual frame to more advanced techniques like SFR (Split Frame Rendering), where GPUs work together on different tasks to create a single frame in a shorter amount of time and with lower latency.

At this time, the developers have not figured out the kind of Multi-GPU support that they will implement, but they state that they will go with the method that delivers the best performance.  

The Developers of Star Citizen have been clear that they wish to implement next generation API support properly, taking full advantage of the new APIs to deliver better visuals and increased performance.  Below is a written copy of the statement given in the video. 

 

    We are actively looking to adopt the new graphics APIs, as you know DirectX 12 and Vulkan differ quite significantly from previous API designs such as DX11 and OpenGL 4.5, they try to map very closely to hardware architecture as well as provide applications more low-level control of video memory.

In order to take full advantage of the we have started a massive refactor of the renderer and 3D engine in order to more efficiently prepare and submit items to be drawn, well bejond the scope of massively instnance rendering optimization done by us. 

Think of it as a departure from a monolithic render thread in favour of more lightweight jobs that prepare individual render passes in parallel via the job system. The hope is that this will allow us more flexibility in terms of draw calls.

This refactor will lay the foundation for all future rendering of graphics work on top of that we are also reworking the shader system and resource management to take advantage of new features that are exposed in the new APIs and shader languages.

Additionally, we will embrace asynchronous compute and will be taking advantage of heterogeneous multi-GPU setups. Adopting the APIs is essential but they are taking their time to do it properly for the maximum benefit.

  

(For DirectX 12 discussion go to 21:06) 

 

We have already seen in games like Rise of the Tomb Raider that a simple port from DirectX 11 to DirectX 12 does not automatically yield greater gaming performance. A game needs to be developed with these new APIs in mind in order to fully take advantage of them and achieve a worthwhile performance boost. 

Hopefully, Star Citizen will release with either DirectX 12 or Vulkan support, giving PC gamers the extra performance that they need in order to play this visually impressive space sim.

 

You can join the discussion on Star Citizen supporting next generation graphical APIs on the OC3D Forums

 

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Most Recent Comments

07-06-2016, 07:29:12

SeekaX
I suppose Mantle support is dropped? I wonder if the whole Mantle thing was actually worth it for AMD, it's already completely irrelevant and DX12 and Vulcan would've probably happened around this time anyways.Quote

07-06-2016, 07:31:15

SPS
Quote:
Originally Posted by SeekaX View Post
I suppose Mantle support is dropped? I wonder if the whole Mantle thing was actually worth it for AMD, it's already completely irrelevant and DX12 and Vulcan would've probably happened around this time anyways.
Vulkan wouldn't have happened without Mantle. The guys involved said this on a GDC video. Mantle basically formed the bulk of Vulkan.Quote

07-06-2016, 07:38:14

SeekaX
Quote:
Originally Posted by SPS View Post
Vulkan wouldn't have happened without Mantle. The guys involved said this on a GDC video. Mantle basically formed the bulk of Vulkan.
Ah alright, i didn't know there was a connection between Vulkan and Mantle.Quote
Reply
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