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![directx 11 or 12 ready or not directx 11 or 12 ready or not](http://natmonitor.com/news/wp-content/uploads/Microsoft-2.jpg)
- Directx 11 or 12 ready or not update#
- Directx 11 or 12 ready or not full#
- Directx 11 or 12 ready or not download#
Once the upgrade is complete, I will add a number of visual effects to the voting board so you can continue to choose from a menu of cool DirectX 11 techniques, but the crux of THIS update is to upgrade the foundation and achieve a much higher level of visual quality for those users who want to use FBX and PBR content as opposed to X and DNS content from the Classic stock media. As part of the PBR work, some extra techniques will be employed such as light probes to gather the required colors from the scene for indirect lighting, and perhaps some planar reflection rendering for realistic puddles, mirrors and other surfaces that would require high-resolution reflectivity from some flat PBR material choices (i.e. You will still be able to use the Classic assets in the new PBR rendering mode, but naturally, they will not be designed for that purpose and may require some tweaking if you are using them alongside PBR content.
Directx 11 or 12 ready or not download#
I am already in talks with content creators familiar with FBX and PBR to ensure the GameGuru import process is smooth and works 'out of the box' for most of the files you might download from the popular asset sites.
Directx 11 or 12 ready or not full#
Here is a link to the first ever DX11 card sold which came out just prior to Windows 7 if I recall correctly:Ĭombined with the engine overhaul will be full support for rigged and animated FBX models, giving you access to a larger marketplace for game making content and support for PBR rendered models for a higher level of quality. You WILL require a DirectX 11 graphics card, but these have been sold since 2009 so it's highly likely you already have one, just type your graphic card into PassMark to find out. All your assets you own, those from the DLC and the Asset Stores will continue to work normally now, and in the future, no worries. Don't Panic! The upgrade will not affect your projects (except to speed them up), and the new shaders will be upgraded to match the current ones so your games will look almost identical to how the old engine rendered it. Now some calming words for those in a state of PANIC.
![directx 11 or 12 ready or not directx 11 or 12 ready or not](https://oyster.ignimgs.com/wordpress/stg.ign.com/2014/03/dx11vsdx12.jpg)
* Throws off the shackles and stigma associated with an old DirectX 9 engine * Prepares foundation for modern visual effects (PBR, HDR, Better Lighting, and Shadows) * Substantially faster loading times (all shaders can be precompiled - up to 40 seconds saved on startup of IDE & EXE) * Improved performance thanks to a multi-core dispatch system (i.e. The ramifications of switching to DirectX 11 are pretty awesome. To this end, I have moved the top voted feature to 'in development' to sit alongside Volumetric Particles, which means your particle effects are going to be supercharged with some DirectX 11 GPU power! I had originally guessed that this process would take up to 6 months, but thanks to our recent conversion to C++ and some internal support from the team, I think now is the right time to upgrade the graphics engine. What you will probably not know is that I have been concerning myself with both performance and visuals R&D for the last month, and have been researching the practical migration of the engine from DirectX 9 to DirectX 11. Having taken the temperature of fresh votes from the last week, it was a pretty rapid and clear victory for the Rendering Engine Overhaul scoring over 7000 to the next nearest with 2078 for Terrain Import Maker.