2020. 3. 4. 07:35ㆍ카테고리 없음
Grid 2019
The description of the GDC 2016 session teases: 'Codemasters present a post-mortem on their new rendering engine used for F1 2015 detailing how they balanced the apparently opposing goals optimizing for mainstream processor graphics, high-end multi-core and DX12. The F1 2015 engine is Codemasters' first to target the eighth generation of consoles and PC's with a new engine architecture designed from scratch to distribute the games workload across many cores making it a great candidate for DX12 and utilise the processing power of high-end PC's'.It continues: 'This session will show the enhanced the visuals created using a threaded CPU based particle system without increased the GPU demands and also cover the changes made to the engine while moving from DX11 to DX12. We will also discuss the graphics effects added using the new DX12 features Raster Ordered Views (AVSM and Decal Blending) and Conservative Rasterization (Voxel based ray tracing) adding even greater realism to the F1 world'.So it looks like DX12 support will be found in the game, with the description finalizing the session, adding: 'into the main architectural changes needed to move successfully to DX12 and realise a performance benefit together with an understanding of some of the new effects possible with feature level 12 capable hardware'. It'd be awesome if chromatic aberration was completely abolished from the engine. It makes games look like you're watching a 3D film without the glasses. It's only acceptable to use when you're simulating somebody tripping on all kinds of acid, and seeing as this doesn't happen in F1 it's a pretty pointless graphical feature.
That's been one of the biggest mistakes in the development process of F1 2015, as well as the rancid selection of AA.I would like to know how it was seen to be a great idea at the time, when F1 2014 looked so crisp and tidy.