DirectX 12 transition is most needed thing for Elite now.

We are alredy pass first 2023 quarter. Time is merciless. Every year, every month, every single day progress is going forward.
Last DX 11 version were out back in 2013 - ten(!!!) years ago.
First DX 12 were out in 2015, and last (DX 12 Ultimate) were out in 2020.
Elite is a great game and it should get the most advanced visual tech like RT, DLSS, etc.

We cant anyway stay on DX11 forever.
So for sure - most needed thing for Elite now is DX 12 transition.
It could solve SOOO MUCH problems. And give a great opportunities for future enhancements.

So, FDev @Bruce G, don't let us down.
 
Are they still making enough money from Elite to warrant this upgrade?
Question should be rather if they are still making enough money overall. Their stock has plummeted, one dev after another leaves ED, and no one seems to care about it anymore, there is no more vision. Actually there hasn't been one ever since Sandro Sammarco left.
 
why waste time and effort with dx12 when you can do it in vulkan?

but the things holding elite back are not the graphics api. the game engine's graphics pipeline is just a mess... doing things in the wrong order, doing them unoptimized. that stuff needs to be fixed first before caring about switching to a different graphics api.

it's like saying someone should switch from qwerty to dvorak but failing to recognise that the person types with their two index fingers.
 
Before the Odd launch a couple of years ago there was much speculation about what at the time was described as a 'complete codebase rewrite', what we now have with the 'live' client. It seems to me if we were going to get DX12 features that would have been the point at which it was implemented.

Given the 'disappointing' Odd launch and the relative lack of performance improvements over the subsequent 14 updates I would guess we are unlikely to see another opportunity to make such a core change to the client any time soon.

Nevertheless it is reasonable to expect the client to be kept up to date with current technology & the game does sell itself on visual appeal so hopefully it's something the devs are keeping in mind.

I don't think more pretty will directly result in more sales, although the high system requirement for Odyssey probably has hindered its popularity and reputation.

To sell more game copies the game needs engaging content for players to do. Flying spaceships around our real galaxy is a major USP for the game & generating more things players can do and places they can go with those spaceships is probably the most needed thing for Elite now. The Thargoid war ticks that box, having more planet types to land on or other galaxies in the local group to explore would be my preference. Nicer, more efficient graphics would be more of a nice to have QoL upgrade imo.
 
Ah, it's you... again... So DX12 now ? What happened to DLSS ??
Sounds like someone is working through an alphabetical list of acronyms they don't really understand.

OP, why would moving to a newer version of the API improve the game? What new features in DX12 would improve the look, feel or playability of the game? It won't introduce any new functionality or improve the way the textures look. What needs to be changed is the code that calls the API, not the API itself. The COBRA graphics engine needs to be improved so that anti-aliasing is fixed, the level of detail fade in is improved so that features don't pop in and out, the snap to terrain needs to occur offline so that rocks don't sink into the ground as you approach them. The terrain needs to cope with concave shapes so that the terrain does not look like a pulled blanket. None of these will improve by changing the DirectX API.
 
As with most things the community comes up with, Direct3D 12 is not a magic bullet that Frontier can just stick on to the engine with no effort. A lot of effort would be needed to rewrite the existing renderer architechture to use D3D12, and even then you're unlikely to see meaningful performance gains. So they'd have to redesign a lot of their renderer to make proper use of it.

And all of this assumes that the renderer is at fault anyway.
 
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A lot of effort would be needed to rewrite the existing renderer architechture to use D3D12
I dont think it works that way. But ofc only FDev engineers knows excactly.

But somehow a lot of games today may use same engine but works both 11 and 12.
I doubt FDev not enough smart to embed upgrade potential for their engine.
Obviously they knew tha DX11 age is end some day.
Also DX12 was first release back in 2015, even before release of Elite. So they definitely watch over this way.
 
I dont think it works that way. But ofc only FDev engineers knows excactly.

But somehow a lot of games today may use same engine but works both 11 and 12.
I doubt FDev not enough smart to embed upgrade potential for their engine.
Obviously they knew tha DX11 age is end some day.
Also DX12 was first release back in 2015, even before release of Elite. So they definitely watch over this way.

ED launched in late 2014, initially with DX10 compatibility. DX10 was dropped fairly quickly. AFAIK some Frontier games support DX12 on the Cobra engine (ostensibly the same in-house game engine ED uses) so the issue is more likely to be a cost/benefit one than technical feasibility or skill.
 
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