Digital Foundry: Ultimate Edition is coming to DX12 and Windows 10 - can you talk us through how the engine takes advantage of the new API?
Cam McRae: We are still hard at work optimising the game. DirectX 12 allows us much better control over the CPU load with heavily reduced driver overhead. Some of the overhead has been moved to the game where we can have control over it. Our main effort is in parallelising the rendering system to take advantage of multiple CPU cores. Command list creation and D3D resource creation are the big focus here. We're also pulling in optimisations from UE4 where possible, such as pipeline state object caching. On the GPU side, we've converted SSAO to make use of async compute and are exploring the same for other features, like MSAA.
Digital Foundry: It's been mentioned before that the PC version supports higher resolutions and frame-rates. Will there also be other anti-aliasing modes supported (MSAA, SMAA etc)? Better ambient occlusion, particle effects, shadow-map quality etc?
Cam McRae: We have put significant effort into making the Windows 10 version a showcase at 4K, geo and textures were re-authored with 4K in mind so the visual fidelity will really scale up on higher end hardware. We plan to uncap the frame-rate and will ship with a built-in benchmark mode. For anti-aliasing we'll support MSAA and FXAA.
Digital Foundry: On the flip-side, how low will the PC version scale down?
Cam McRae: While we haven't locked how far the game will scale down, it is important to us to ensure good performance (at least 30fps) on a variety of hardware. We will support a broad range of resolutions as well as a variety of graphics options for gamers to tweak their setup.