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API 0verhead

Discussion in 'ACC General Discussions' started by 0079, Mar 15, 2019.

  1. 0079

    0079 Rookie

    Is ACC going to support Direct x 12 on full release. I believe at the moment the Application programming interface is Dx11 I ask because i noticethat some people appear to be having "bottleneck" issues with their CPU's.
    As i understand it (and im no expert) Directx 11 was originally designed for single thread CPUs, where as Dx 12 and Vulcan are designed to utilize multi thread cpus.
    Could Dx12 provide much faster draw calls per frame upto a 10x faster than Dx 11 greatly lowering the API overhead.
    Would like if possible to hear from the devs on the pros and cons of Dx12 (Dx12 with UNreal engine and windows 10 compatabilty) and how difficult it would be to implement it along with any future API developements they may be aware of.
     
    Micii1 likes this.

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  3. Micii1

    Micii1 Racer

    If i remember corectly they said in the racedepartemente interview that they said vulkan and dx12 suport is in you can watch it on youtube it is in 2 parts
     
  4. Stains

    Stains Racer

    Did anyone else see Vulcan in Steam as ACC updated today ? I thought it popped up under ACC in the download section !
     
  5. Coanda

    Coanda Alien

    DX12 and less CPU overhead would be very much welcomed. :)
     
  6. LeDude83

    LeDude83 Alien

    Same happened to AC recently. Don't read anything into it - I believe this is never gonna happen with ACC.
     
  7. trasgu

    trasgu Racer

    Directx 12 has been here for enought time as for being taken under consideration while Kunos started the development, if they didn't use it they must have their reasons. Let's see if some dev can give us a hint about it, on paper it seems from outside that dx12 should be a bless in ACC.
     
    Micii1 likes this.
  8. Stains

    Stains Racer

    I know people will say "it's not a Sim" but and "ACC uses CPU for Ai" even though it's GPU limited for me but I just got F1 2019 and it runs at 4k max settings and looks as good or better than ACC. Why can CM make a game look that good graphics wise and use less GPU than ACC?
     
  9. LeDude83

    LeDude83 Alien

    I guess:

    - Because they re-use the same code every year (while surely optimizing it, further) and have a lot of experience with it.
    - Because they have huge revenues by selling their full-price DLCs to a large userbase every year which they can spend on development time for optimization.
    - Because they have a larger GFX team than Kunos.
     
    romandevision and Stains like this.
  10. trasgu

    trasgu Racer

    And because probably the codemasters studio has 100 or 200 developers, while Kunos have maybe 30 guys
     
  11. Micii1

    Micii1 Racer

    But still would like to see dx12 and vulkan in the game.. Go Kunos go
     
  12. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    I can answer that in full sincerity.
    Why Codemaster is not able to make so advanced physics as AC1 and ACC? Why their weather simulation is not physics based on a film of water? Why their aerodynamics are not as advanced?

    Every dev team has priorities. Our priority is make a great sim first and hopefully a good game too. Codemasters, I don't know their priorities, but for sure they are much better than us on making a good game. Hands down. Number of devs, budget involved, years of improving the same title etc, are all justifications that you may or may not put into your equation. But the truth is right up there and that is all. We try and will try even harder.

    For the dx12/vulkan support. Other devs can tell you much more about it, but it's not automatic, don't believe the hype. Actually we had worse performances when we tried it, so it's not like you flick a button and voila everything is better. If it was, obviously it would have been released by now.
     
    sps_for_race, tjr, neslane and 10 others like this.
  13. Oh, I am ready to believe in anything, but not in the graphics Codemasters F1. Maybe I have a problem in the perception of textures, but I can not look at this game ... it is terribly lit and the color scheme is absolutely terrible. My head starts to hurt after one hour of play and my eyes start to water. Perhaps this graphics is suitable for a shooter, but not for the F1 simulator (it does not matter that this is not a simulator, it is better and the only F1 game).

    I am sure that Kunos could make bright graphics that at first glance would look better (like a bright candy wrapper), but I am grateful to them that they tried to make everything realistic. This begin to understand only as time passes.
     
    Last edited: Jul 9, 2019
  14. Berniyh

    Berniyh Alien

    This topic was there a few times already. iirc the thing regarding Vulkan was that the version of the Unreal engine they used didn't prodive the support for Vulkan they needed, so it wasn't clear if they can do it for the release version.
    But it was also clear that it is an interesting topic and that they are looking into it.

    Apart from that during the evaluation phase, Stefano experimented with Vulkan (and possibly also DX12) himself to see what it would take to write an engine for that.
    He stated so in some thread in the old AC forum (that was before ACC was officially a thing). He also stated that it made things much more complicated to implement compared to DX11, because you have to do many things that previously were done for you by the driver.
     
  15. LeDude83

    LeDude83 Alien

    This is also what I remember, roughly. AFAIK, there's no recent statement on this. IMO it's safe to suggest that it's way, way down the priority list. Current ACC version performs decently and runs stable on most systems. It would be nuts to risk this status now as they fix stuff and add features at a rapid pace.
     

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