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Staro 23.07.2016., 21:37   #187
MikaHR
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Datum registracije: Jan 2006
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Gears of War 4 intervju, exclusive DX12

http://www.eurogamer.net/articles/di...tech-interview

Digital Foundry: Followers of the UE4 blog might note certain additions specific to Xbox over the past year - might we be able to expect some of those for Gears 4 (or even added because of Gears development)? For example,. async compute for reflection environment and SSAO passes, distance field shadowing/AO etc...

Mike Rayner:
Yes, we are leveraging async compute heavily with Gears 4 - for SSAO and for reflection environment apply passes to confirm a few. We adopted async compute early on and learned how to extract significant gains from it. It's designed to allow for squeezing the last bits of performance out of the GPU and that it does well, when applied right.

Digital Foundry:
Is the game built as a DX12-only title (with certain low-level Xbox additions console-side)?

Mike Rayner:
Gears of War 4 is a DirectX 12 title on both Xbox One and Windows 10. Working with Microsoft's Silicon, Graphics and Media team and Epic, we have transitioned Unreal Engine fully to DX12. DirectX 12 has allowed us to increase performance by giving us more direct control over the hardware, simplifying the driver layer, and allowing us to make fully informed and optimal decisions on how to manage graphics resources.
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