Post by felix on Oct 28, 2016 7:17:25 GMT 10
Extract below - plenty more on the forum
Last Friday we began alpha-testing of a new version which includes DirectX 11. First results are promising; FPS has increased significantly even in cases when not all optimizations were included. Of course, some issues have presented themselves, but we have no doubts that debug will go smooth and release will not be too long. At the moment, work on transferring to DirectX 11 has included:
- 90 shaders were transferred to DX11 format
- Forest rendering was optimized thanks to using of constant buffers;
- Buildings rendering was optimized thanks to using of constant buffers;
- Complex 3D models rendering was optimized
- Complex 3D models export to game format was optimized, it has reduced model separation during export, in final it provides additional performance in scenes with complex combat;
- SSAO was replaced by TSSAO, this has shrunk expenses for this effect calculation;
- Grass rendering was optimized due to implementation of occlusion check;
- Water reflections were optimized;
- Lighting model was optimized due to using of 5th shader's model, also shadows from point lights (like flare rocket) were added;
- Lighting algorithm evolution to TiledShading 2.5D was performed, it's also due to using of 5th shader's model
- Memory usage on landscape rendering was reduced thanks to new possibilities of DX11, in perspective this allows to increase landscape poly-count by 4 times;
- HDR visual was improved on lower graphics presets.
Our work on using and implementation of new abilities provided by DirectX 11 is underway, in closest schedule there is adaptation of several technics to Compute Shaders, realization of Open VR API and other "yummy" things
So, our transferring to DirectX 11 is going as planned. We plan to finish this work by the end of this year; and Open VR API support should be completed by the end of the January.
Last Friday we began alpha-testing of a new version which includes DirectX 11. First results are promising; FPS has increased significantly even in cases when not all optimizations were included. Of course, some issues have presented themselves, but we have no doubts that debug will go smooth and release will not be too long. At the moment, work on transferring to DirectX 11 has included:
- 90 shaders were transferred to DX11 format
- Forest rendering was optimized thanks to using of constant buffers;
- Buildings rendering was optimized thanks to using of constant buffers;
- Complex 3D models rendering was optimized
- Complex 3D models export to game format was optimized, it has reduced model separation during export, in final it provides additional performance in scenes with complex combat;
- SSAO was replaced by TSSAO, this has shrunk expenses for this effect calculation;
- Grass rendering was optimized due to implementation of occlusion check;
- Water reflections were optimized;
- Lighting model was optimized due to using of 5th shader's model, also shadows from point lights (like flare rocket) were added;
- Lighting algorithm evolution to TiledShading 2.5D was performed, it's also due to using of 5th shader's model
- Memory usage on landscape rendering was reduced thanks to new possibilities of DX11, in perspective this allows to increase landscape poly-count by 4 times;
- HDR visual was improved on lower graphics presets.
Our work on using and implementation of new abilities provided by DirectX 11 is underway, in closest schedule there is adaptation of several technics to Compute Shaders, realization of Open VR API and other "yummy" things
So, our transferring to DirectX 11 is going as planned. We plan to finish this work by the end of this year; and Open VR API support should be completed by the end of the January.