DirectX 12 support, any news?

I'm surprised that the game is even DirectX given they're doing it on Mac. What do they use there? OpenGL?

Currently, yes - openGL.
It's assumed that Mac/Linux/Steambox will all move to openGL next/Vulkan (possibly ditto for Android/iOS).

All that said; I don't think the game is really crying out for DX12 like many other games I play, the graphics processing doesn't seem to be poorly written aside from asset loading the planets in SC - something that can be fixed in DX11.

In SC the planets aren't loaded - they are generated procedurally. AFAICT the 'hitching' occurs because your GPU combined with DX11 *suck* at doing the generation whilst still rendering the 3D scene at 60fps.

DX12, Vulkan, GNM/PS4 are all explicitly designed to allow that threading/queueing...
 
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yeah, don't hold your breath, they don't even support xfire so.....

What are you talking about? CrossfireX has been supported since the Oct Beta last year (listed in multiple release notes).
I'm running on a Tri-Fire setup with 3x7950's right now at 1440, 96Hz monitor, and averages in the 80FPS range... with jumps to over 100FPS (except in busy stations and coming out of witchspace in some systems with the usual stuttering drop to low fps for a few seconds).
 
If FD implements DX12, in the next year, I'll eat my hat.

Considering Windows 10 will be out around Christmas this year, it's hard to believe any studio will have true DX12 support by then. Within 2 years yes, but not now (studios will already be in the middle of expansion work with existing tech). Blizzard will have WoW 7.0 out by the end of 2016, so they are too deep to switch, too.

When the billion dollar studios aren't going to have DX12 support any time soon, the indies won't.
 
Considering Windows 10 will be out around Christmas this year, it's hard to believe any studio will have true DX12 support by then. Within 2 years yes, but not now (studios will already be in the middle of expansion work with existing tech). Blizzard will have WoW 7.0 out by the end of 2016, so they are too deep to switch, too.

When the billion dollar studios aren't going to have DX12 support any time soon, the indies won't.

The CEO of AMD already let it slip that Windows 10 will be released at the end of July.

http://www.cnet.com/news/windows-10-to-debut-late-july-says-amd-ceo/
 
I hope that FD wil concentrate on Vulkan:

http://en.wikipedia.org/wiki/Vulkan_(API)

Vulkan is basically "Open Mantle" and the chosen successor to OpenGL. It is supported by all Industry heavy-weights, like Intel, AMD, NVidia, Apple, Google etc, with the notable exception of Microsoft, of course. Going forward, Vulkan will simply allow for easier portability than DirectX. The direct support by the GPU manufacturers will likely mean serious performance advantages, as well.

Vulkan should be sufficient to take care of Windows 10 users as well.
 
I hope that FD wil concentrate on Vulkan:

http://en.wikipedia.org/wiki/Vulkan_(API)

Vulkan is basically "Open Mantle" and the chosen successor to OpenGL. It is supported by all Industry heavy-weights, like Intel, AMD, NVidia, Apple, Google etc, with the notable exception of Microsoft, of course. Going forward, Vulkan will simply allow for easier portability than DirectX. The direct support by the GPU manufacturers will likely mean serious performance advantages, as well.

Vulkan should be sufficient to take care of Windows 10 users as well.

Sadly this will likely never happen. Vulkan is a true OpenGL replacement. It's not backwards compatible at all. It was written from the ground up as a modern API, and doesn't share any of OpenGL's code. So video card drivers will need to have separate Vulkan and OpenGL libraries. In the same vein, games would have to be rewritten almost from scratch to use it.

Vulkan is more suited for new games that are going to be written using it from the beginning. Adapting existing games would be faaarrr too costly.
 
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If the engine is already 64bit, why isn't the game?

2k Cloud layers, 2k galaxy texture, 2k nebula textures, they all should benefit from having 64bit. Increasing the resolution with a 32bit executable is not what I prefer... Makes the game totally unstable and unplayable.
But I'm just a novice and could be wrong.

Because the game barely uses 1.5GB of RAM as it is.
It doesn't even reach the limit that 32bit has.

If the game had a 64bit client, players would see absolutely no benefit. There would not be any performance improvements in the slightest.
 
What are you talking about? CrossfireX has been supported since the Oct Beta last year (listed in multiple release notes).
I'm running on a Tri-Fire setup with 3x7950's right now at 1440, 96Hz monitor, and averages in the 80FPS range... with jumps to over 100FPS (except in busy stations and coming out of witchspace in some systems with the usual stuttering drop to low fps for a few seconds).

then maybe you should try activating it then, just check the technical part of the forum -> it doesn't work, massive frame rate drops, i got worse (half) fps with Xfire activated
 
Because the game barely uses 1.5GB of RAM as it is.
It doesn't even reach the limit that 32bit has.

If the game had a 64bit client, players would see absolutely no benefit. There would not be any performance improvements in the slightest.

You're missing my point..... IF there would be a 64bit version THEN we could have massive texture improvements AND less popups.
But no one seems to be with me on this and liek the game as it is and don't see any more potential. So that discussion is clearly done.
 
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I've seen the game use up to 2.4GB after a long exploration session. It seems to creep up slowly as time passes. The other potential benefit of 64-bit is the availability of more CPU functions than in 32-bit mode, separate from the addressable memory range. ED doesn't seem to be very CPU limited anyway as I have a 2 generation back quad core and never see ED use more than 2 full cores equivalent in normal gameplay. I would however happily take any video improvement I can get.
 
ignorant "non dev" warning.... however surely having to go 64bit is inevitable eventually, so FD may as well do it sooner rather than later?

at some point the ship number is going to more than double (30 flyable ships, + what ever non-flyable ones and then what ever alien vessels come into the game). Surely once the game potentially has to load all this extra eye candy in the game will chug much more memory?

even if not, then i imagine once we get atmpheric flight there will be a lot more "stuff" the game will have to store in memory then?

but i fully accept I may be talking out of my back end ;)
 
Textures and the like are loaded into the graphics card - so it's graphics card memory that gets bogged down. System memory is less critical for games.

System memory is more important for things like game objects (as oppose to visual ones), such as the number of players in an instance, how much AI is flying around etc. But at the same time, the CPU has to be able to process all these, so you can't just chuck more memory without raising the minimum requirements for the CPU at the same time.

Good programming will have the data it needs streamed in and out of memory when needed. If your disks are too slow and the assets aren't loaded early enough, you'll get loading delays.
 
then maybe you should try activating it then, just check the technical part of the forum -> it doesn't work, massive frame rate drops, i got worse (half) fps with Xfire activated
The key to getting it working is to make sure frame pacing is active, vsync off, and use fullscreen mode not windowed borderless. I also have CCC set to use CrossfireX for all apps including ones without a crossfire profile (second checkbox in CCC for crossfire).

I assure you you mine is working. 80+ FPS on average with 3xFire with peaks of around 132FPS.
Using only two boards as set in CCC I get a bit less than that at maybe around 70FPS roughly and lower peak.
Crossfire disabled gets me less peaks and dips but it stays closer to 60FPS on average.

MSI Afterburner verifies the use of 3, 2 or 1 card in each test scenario.

When people are getting the massive framerate drops in crossfire, they typically have been running in windowed borderless mode which the crossfire profile doesn't support.

Running Windows 10 TP 10061 build.
Beta 15.4 Drivers (revert from the forced crappy MS installed drivers that auto install).
Although it's not a WDM2.0 driver and both AMD and MS claim it's not compatible with these Windows 10 builds, it's definitely better and more stable than the engineering sample drivers auto installed in Win10.
Overclocked to 1000/1500/20% on two cards and 1015/1500/20% on one (different revision number).
Overclocked QNIX monitor at 1440 and 96Hz (Need to patch the AMD driver for this to work).

Only issue I have is that with the latest build of Windows 10 TP, CCC keeps reinstalling itself on boot and I have to wait a few minutes and manually start up CCC to make sure my settings are set before playing ED.
 
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Always takes a while for the industry to pick up these new standards/versions from what I have seen. Perhaps after Win10 has been released and out for a while, gains significant market share then FD might look at it?

It didn't before the consoles appeared on the scene. Devs really had to work hard to keep up with the PC gaming tech. Some devs even pushed the limits and we had to wait for the tech that could run the PC game. DX11 has been out for how long, and we still hardly see a title for the PC using it to it's full extent. If DX11 was used it was simply put in as a gimmick to make the PC gamers think the devs actually tried to make their console port a PC title. This is changing with the new consoles. What we really need is 64bit.... even most 3rd rate devs putting out alphas on Steam recognize that.
 
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LOL i started a thread about this. Whoops

Ya anyway i heard they would have to rewrite the game engine for this. I hope they been working on this in the background. Would be nice for a yes or no for the support or not.
 

Harbinger

Volunteer Moderator
I wouldn't be surprised if they are already working on upgrading the Cobra engine to support DX12 in preparation for Windows 10 and the Xbox One port of Elite: Dangerous.
 
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