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CryEngine game ported from DirectX 11 to 12, trailer shows differences

CryEngine game ported from DirectX 11 to 12

CryEngine game ported from DirectX 11 to 12, trailer shows differences

CryEngine game ported from DirectX 11 to 12, trailer shows differences

 

It's been more than a year ago since DirectX 12 was announced at GDC 2014. The next version of the popular collection of APIs will feature better data efficiency, simplifying the instructions a PC's GPU, which should theoretically result in better-looking games. A game developer studio called 'Snail' uploaded a video which shows the differences between their '3D Martial-Arts MOBA' running on CryEngine using both DirectX 11 and DirectX 12. The results are in: the game looks better on DirectX 12.

 

 

The tech demo shown was converted to DirectX 12 by two engineers. It took them six weeks to complete it, but the results are great. They managed to put 20k extra polygons in each character, improve render times and increase the number of drawcalls by more than 10,000. They also managed to render more characters on a scene, which is always a good thing. The trailer is finished off with what looks to be some (finger licking) gameplay.

DirectX 12 is supposed to launch somewhere this Holiday-season. Are you excited for DX 12? Let us know.

 

Join the discussion on the differences between DirectX 11 and 12 on the OC3D Forums.

 


 

A game developer ported their CryEngine Game from DirectX 11 to 12 in six weeks. This trailer shows the differences....

Posted by OC3D on Friday, 1 May 2015
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Most Recent Comments

01-05-2015, 13:25:43

NeverBackDown
Hurry up with the link already

(based off the picture)Simply switching APIs and getting only 20k polygon increase? I figured it would have been more, but then again it was ported and not created using DX12.Quote

01-05-2015, 13:30:40

AverageNinja
Quote:
Originally Posted by NeverBackDown View Post
Hurry up with the link already

(based off the picture)Simply switching APIs and getting only 20k polygon increase? I figured it would have been more, but then again it was ported and not created using DX12.
The link is up now

Aye, 20k isn't a lot. However they did also manage to increase render-times while they were at it, alongside various other improvements.Quote

01-05-2015, 13:40:19

NeverBackDown
True that, also the fact it's a online game so they probably are limited in some way by network speed and etc.. Unless this doesn't effect that. Either way for only 2 people 6 weeks isn't that bad. Further improvements should also come once more API builds are released and W10 becomes more stable.Quote

01-05-2015, 14:19:15

agent_x007
Good job to those two nameless engineers, if every game could be "patched" this quick it would be awesome

Only problem : Screenshot isn't great since it shows geometry with textures.
Example from Endless City demo :
1) Geometry (with "blank" texture) :
http://www.ozone3d.net/public/jegx/2...s_city_06a.jpg

2) Polygon mesh :
http://www.ozone3d.net/public/jegx/2...s_city_06b.jpg

Basicly - Added polygons will be best visible on mesh, and not in geometry model screenshot.Quote
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