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Codemasters builds DX12 support into its EGO Engine 4.0

Caporegime
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The description of the GDC 2016 session teases: "Codemasters present a post-mortem on their new rendering engine used for F1 2015 detailing how they balanced the apparently opposing goals optimizing for mainstream processor graphics, high-end multi-core and DX12. The F1 2015 engine is Codemasters' first to target the eighth generation of consoles and PC's with a new engine architecture designed from scratch to distribute the games workload across many cores making it a great candidate for DX12 and utilise the processing power of high-end PC's".

It continues: "This session will show the enhanced the visuals created using a threaded CPU based particle system without increased the GPU demands and also cover the changes made to the engine while moving from DX11 to DX12. We will also discuss the graphics effects added using the new DX12 features Raster Ordered Views (AVSM and Decal Blending) and Conservative Rasterization (Voxel based ray tracing) adding even greater realism to the F1 world".

http://www.tweaktown.com/news/49699/codemasters-builds-dx12-support-ego-engine-4/index.html

About time we started hearing some news. What is interesting is ROVs and Conservative Rasterization, which was heavily debated earlier in 2015 and what supports what GPU.
 
Be nice if they could fix the bugs from previous f1 games first, each year they get worse and more stuff goes unfixed.

Only played 2013 and 2014 and both ran well for me. 2015 was on the new engine but that passed me by with so many other games released roughly the same time.
 
Implementing SVOGI through conservative rasterisation sounds interesting. Wonder I Polaris and Pascal will have greater support for DX12 features and tiers for those fietures.
 
Both ROVs and Conservative Rasterization can be done quite easily with software algorithms so existing DX12 gpu's can support the features with driver updates.
 
Both ROVs and Conservative Rasterization can be done quite easily with software algorithms so existing DX12 gpu's can support the features with driver updates.

I hope you are right. Robert Hallock did say a while back that GCN only supported 12_0 and not 12_1 and of course, CR and ROVs is part of DX12_1
 
Can we just start releasing Dx12 games already lol

You know that! AOTS is the only real demo and not my kind of game but wouldn't mind seeing something like Battlefield/Tomb Raider/GTA in DX12. Understandably it takes time but we was supposed to be seeing the first influx from Christmas.
 
You know that! AOTS is the only real demo and not my kind of game but wouldn't mind seeing something like Battlefield/Tomb Raider/GTA in DX12. Understandably it takes time but we was supposed to be seeing the first influx from Christmas.

AMD PR talked about a sudden influx of DX12 games, very few developers not paid by AMD or Nvidia talked about it. Most developers simply aren't that excited, it's extra work on their end, in a world where game developers are morw and more relying on libraries like GameWorks to reduce their work load.

I still think it will be a year before there is a solid stream of DX12 games, and most of them will be no different to a DX11 game
 
I wonder how the 900 series would perform in DX12 games?

Should be golden. Async is the potential achilles for Maxwell/Nvidia and depending on how much any of it is used really. Something worth keeping an eye on, as the more I read about Pascal and Polaris, the more I am inclined to skip the first iterations.
 
I wonder how the 900 series would perform in DX12 games?

Apparently back in October DX12 drivers weren't good enough.

“After we found out it was heavily dependent on drivers and the hardware vendors progress we slowed ours a bit. It’s still being worked on, but we have no plans on releasing it until it at least runs betters than the DX11 version. And that is a hard thing to generate an ETA for.”

https://steamcommunity.com/app/346110/discussions/0/481115363854241094/#p7

As the GW's partnered Ark: Survival Evolved DX12 release build got pulled due to DX12 driver support not very good, as it's mid January and still no show then, support is still not good enough.

I'm surprised being a Nvidia GW's title the DX 12 drivers are still rubbish considering Nvidia's close partner involvement.
 
Both ROVs and Conservative Rasterization can be done quite easily with software algorithms so existing DX12 gpu's can support the features with driver updates.

It can be done using general compute. but the whole point is that having dedicated hardware reduces the computation to insignificant levels. it is actually a performance and visual enhancing element for once.

Also in regards to ROV''s, the majority of games limit how many transparencies are stacked and visible since it becomes computational expensive to order a vast number of transparencies.
 
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