Q:
DirectX 11 Support
We don’t need directx 11. Fix current problems before creating new ones. Game needs better system optimization.
We don’t need directx 11. Fix current problems before creating new ones. Game needs better system optimization.
A fully baked DX11 game will have the potential to greatly reduce CPU use. DX 11 adds a lot of multithreading support and draw call optimization which if properly coded for could allow significant fps gains.
As far as I know, DX is just a graphics API and will do very little for CPU use. I’m probably wrong so don’t quote me on that.
Not to mention, I’d rather that programming went towards making the game run better instead of looking better. In my opinion, the game’s gorgeous enough as it is. Make it run better than beta as some people have told me it runs like. Run like beta for almost a year and a half, where brute forcing CPU for frames per second is the only way to get maximum enjoyment out of the game? That’s just wrong.
(edited by Avelos.6798)
It’s my belief that there are major performance improvements in the CPU portion of the renderer that are independent of the graphics API.
RIP City of Heroes
As far as I know, DX is just a graphics API and will do very little for CPU use. I’m probably wrong so don’t quote me on that.
Not to mention, I’d rather that programming went towards making the game run better instead of looking better. In my opinion, the game’s gorgeous enough as it is. Make it run better than beta as some people have told me it runs like. Run like beta for almost a year and a half, where brute forcing CPU for frames per second is the only way to get maximum enjoyment out of the game? That’s just wrong.
Dx11 can do much more of the rendering it self indx9 it offloads several of the calculations to the CPU to create the base of it then the GPU renderers it in dx11 the GPU can just create and render the objects them self’s
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