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Octopode posted:It's almost like that's exactly what I said in the post you quoted to respond to. You know, where I said specifically it wasn't a solution for a shipping game, but to get things running while they refactored the existing stuff piecemeal. The entire discussion was predicated by the idea it wasn't possible to quickly get a DX11 codebase up and running on DX12, which is false, not that it was quick and easy to get it done right for a shipping product. It's almost like people thought you were being unbearably pedantic in addition to simply being wrong, while in reality E: Tijuana Bibliophile fucked around with this message at 21:42 on Dec 1, 2015 |
# ? Dec 1, 2015 21:35 |
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# ? May 5, 2024 18:20 |
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Octopode posted:They probably aren't ever going to just drop DX11 support completely, and they're going to keep using and developing on the DX11 engine for the forseeable future, but having the translation layer in place lets them develop and test sub-parts of the eventual DX12 renderer without having to wait until they can devote resources to overhaul the entire thing at once. To be clear, I think there's approximately zero chance anyone outside of the F42 Germany guys willl see the engine in action while it's using the translation layer, but for the people actually implementing the DX12 renderer, it's useful to be able to isolate specific portions and iterate on and test them before the entire conversion is finished. If it's no one outside of the team working on the engine that will see it then it's a completely irrelevant point though...
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# ? Dec 1, 2015 21:35 |
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https://forums.robertsspaceindustri...le-for-purchase
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# ? Dec 1, 2015 21:35 |
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Octopode posted:They probably aren't ever going to just drop DX11 support completely, and they're going to keep using and developing on the DX11 engine for the forseeable future, but having the translation layer in place lets them develop and test sub-parts of the eventual DX12 renderer without having to wait until they can devote resources to overhaul the entire thing at once. To be clear, I think there's approximately zero chance anyone outside of the F42 Germany guys willl see the engine in action while it's using the translation layer, but for the people actually implementing the DX12 renderer, it's useful to be able to isolate specific portions and iterate on and test them before the entire conversion is finished. You can't do that. Seriously, the DX 11 and DX 12 shader backend is completely different. It's an all or none scenario, unless you are talking 2d textures, where there is some overlap.
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# ? Dec 1, 2015 21:35 |
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Octopode posted:They probably aren't ever going to just drop DX11 support completely, and they're going to keep using and developing on the DX11 engine for the forseeable future, but having the translation layer in place lets them develop and test sub-parts of the eventual DX12 renderer without having to wait until they can devote resources to overhaul the entire thing at once. To be clear, I think there's approximately zero chance anyone outside of the F42 Germany guys willl see the engine in action while it's using the translation layer, but for the people actually implementing the DX12 renderer, it's useful to be able to isolate specific portions and iterate on and test them before the entire conversion is finished. I spent valuable minutes finding that quote, at least respond to it. Is star citizen a complex 3d scene? You're entirely full of poo poo. The layer MS provides is for experimental purposes and bodging 2D stuff over your completely rewritten render pipeline using full dx12
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# ? Dec 1, 2015 21:36 |
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theultimo posted:You can't do that. Hello friend, Ocotopode once again used his insider information on CIGs codebase to head this one off. Octopode posted:Unless CIG has changed the handling from the base engine, CryEngine does not rely on the D3D shader interfaces, it has its own implementation of a specialized shader system that's not quite the same as the HLSL system used by D3D11, so that's not really an issue.
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# ? Dec 1, 2015 21:38 |
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Star Citizen doesn't have enough mini games. Please add more: https://forums.robertsspaceindustries.com/discussion/300723/mini-games
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# ? Dec 1, 2015 21:38 |
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Octopode posted:Microsoft provides an abstraction layer that allows you to create a D3D11to12 resource that will handle the vast majority of translation between the two implementations at the driver level, at the cost of additional memory and CPU overhead, which can be used as a fairly easy to implement stopgap during the transition from 11 to 12. It lets you transition pieces of the rendering engine piecemeal while the rest keep functioning, or use a blended approach of DX12 and DX11 code. It does require some limited rewriting, due to DX12's replacement of some higher level functions with lower level shader manipulations, but for the most part, it's exactly what Chris was describing in the original quote. You don't get most of the fancy new performance features of 12 until you implement them properly and stop using the old DX11 functions, but it's not that difficult of a task to get a DX11 render engine up and working on DX12. So to re-visit your original post in this discussion: If nobody outside of the engine dev team will see it, how is it interesting that they'll have some internal stopgap solutions while they rebuild the rendering engine for DX12? There indeed is a quick and dirty way of getting "something" up and running, but hardly anything that will be useful for the rest of the team while they build the DX12 replacement. Also, getting a basic scene in DX12 up and running for these purposes vs porting the entire game to the stopgap solution are worlds apart.
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# ? Dec 1, 2015 21:39 |
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I don't even read Octochode replies anymore. Just wait until he inevitably gets quoted by someone else and called an idiot.
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# ? Dec 1, 2015 21:40 |
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CrazyLoon posted:I don't even read Octochode replies anymore. Just wait until he inevitably gets quoted by someone else and called an idiot. Octopode is like a boss in a Sonic game. You know you've won when he runs away. At first he stops responding to you directly, and then he doesn't post for a week. Last time I can remember was when he was wrong about how its totally normal for a single dev breaking his wrists to to stop a 100 million dollar project.
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# ? Dec 1, 2015 21:42 |
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quote:I haven't messed with dx12 yet but from what I was reading, its a pretty painless conversion and is much faster with the same code base. Uhhh who are you terrible nerd coders who can't press copy and paste into the dx12 box for free speed, I bet you didn't even download a RAM booster to compile it faster
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# ? Dec 1, 2015 21:43 |
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TTerrible posted:EDIT: I will poo poo all over Star Citizen given any opportunity but if you try to argue that SC leans more towards "simple scenes or 2D rendering" than it does "complicated 3D scenes" and will make no use of the shader interface you've officially gone full Karl. Hey Octopode I'm just wondering if you've read this post because I found it really interesting and informative and I hope you did too.
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# ? Dec 1, 2015 21:43 |
Octopode replies are about as useful as most D_Smart replies. One is self-quotes nested three deep, the other is a block of pedantry that is probably wrong. Together they bring balance to the thread, and allow us the freedom to discuss the optimal ways to set up our gamer bars.
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# ? Dec 1, 2015 21:44 |
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TTerrible posted:Hello friend, Ocotopode once again used his insider information on CIGs codebase to head this one off. That's complete made up. Maybe their renderer does some internal mumbo jumbo for "performance" or lack thereof, but in order to use DX calls it will need to output to HLSL.
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# ? Dec 1, 2015 21:50 |
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One of the best things about getting banned is the risk of running into all of those smug replies that infest the beginning of any conversation in the Brown Sea is dramatically reduced. God those fucks are insufferable.
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# ? Dec 1, 2015 21:50 |
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Octopoda has convinced me to invest in this exciting opportunity.
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# ? Dec 1, 2015 21:51 |
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theultimo posted:That's complete made up. Maybe their renderer does some internal mumbo jumbo for "performance" or lack thereof, but in order to use DX calls it will need to output to HLSL. Are you meaning to tell me that noted forum poster Octopode attempted to don another expert hat in an area relating to Star Citizens development through a mixture of finding cherry picked talking points elsewhere and straight up making poo poo up? Thankyou for your service.
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# ? Dec 1, 2015 21:52 |
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D_Smart posted:Agreed. Also, I think they've reached the saturation point now and they know it. Hence the cash grab type sales. I firmly believe that Q4/15 is the funding Hail Mary. We just have to wait and see. There are only two explanations for this shameless cash grab, either they are desperate or they are evil.
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# ? Dec 1, 2015 21:53 |
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TTerrible posted:Octopode is like a boss in a Sonic game. You know you've won when he runs away.
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# ? Dec 1, 2015 22:00 |
Beet Wagon posted:Since we're laughing, this is an exchange he had in one of the Mechwarrior Online subs I still lurk in last night. He was advertising an MWO meetup and had a bunch of pictures of all the pcs in his bar/rape dungeon, and this guy was like the only one who was genuinely interested. This post perfectly sums up the term "adult child"
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# ? Dec 1, 2015 22:04 |
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Decrepus posted:This post perfectly sums up the term "adult child" It's the perfect combination of trust fund baby and "I have an uncle who works at Nintendo"
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# ? Dec 1, 2015 22:07 |
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MeLKoR posted:There are only two explanations for this shameless cash grab, either they are desperate or they are evil. Why can't they be both?
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# ? Dec 1, 2015 22:10 |
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revmoo posted:It's the perfect combination of trust fund baby and "I have an uncle who works at Nintendo" Trust fund baby would have purchased chairs
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# ? Dec 1, 2015 22:11 |
revmoo posted:It's the perfect combination of trust fund baby and "I have an uncle who works at Nintendo" You can come play my Nintendo, but you have to use the madcatz controller because the tip for the thumbstick fell off.
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# ? Dec 1, 2015 22:13 |
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Sarsapariller posted:There are some traits that seem to be really in common among the true megawhales that I've been trying to classify. I find it really fascinating how they all seem to hit the following points.
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# ? Dec 1, 2015 22:13 |
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Lower end of income? Clearly, I must buy more 100-500$ space .jpegs, another 2.5k autism chariot and beer & snacks for CIG!
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# ? Dec 1, 2015 22:17 |
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Yeah it definitely fits with the demographics of Star Citizen but the interesting thing (to me) is that these traits are pretty universal across megawhales in virtually all games. Any time you see someone spending just a crazy unhealthy amount on a game, chances are they're going to fit this model closely. Star Citizen's just unique in that the whales in this game don't even start until you cross into thousands-of-dollars territory. People spending a couple hundred are considered small fry at best.
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# ? Dec 1, 2015 22:19 |
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Octopode posted:They probably aren't ever going to just drop DX11 support completely, and they're going to keep using and developing on the DX11 engine for the forseeable future, but having the translation layer in place lets them develop and test sub-parts of the eventual DX12 renderer without having to wait until they can devote resources to overhaul the entire thing at once. To be clear, I think there's approximately zero chance anyone outside of the F42 Germany guys willl see the engine in action while it's using the translation layer, but for the people actually implementing the DX12 renderer, it's useful to be able to isolate specific portions and iterate on and test them before the entire conversion is finished. There is no "translation layer". When porting an engine, you don't use a "translation layer". Especially not for something with such a radical architectural change as DX12. Please stop. You're not helping. Why aren't posting this tripe on RSI forums? Go here. You're welcome. https://forums.robertsspaceindustries.com/discussion/300942/64-bit-sc-release D_Smart fucked around with this message at 22:27 on Dec 1, 2015 |
# ? Dec 1, 2015 22:20 |
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Sarsapariller posted:Yeah it definitely fits with the demographics of Star Citizen but the interesting thing (to me) is that these traits are pretty universal across megawhales in virtually all games. Any time you see someone spending just a crazy unhealthy amount on a game, chances are they're going to fit this model closely. Star Citizen's just unique in that the whales in this game don't even start until you cross into thousands-of-dollars territory. People spending a couple hundred are considered small fry at best. I enjoy your posts
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# ? Dec 1, 2015 22:23 |
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CrazyLoon posted:I don't even read Octochode replies anymore. Just wait until he inevitably gets quoted by someone else and called an idiot. LOL!!!! I tend to respond only so that he can stop spreading nonsensical bullshit in the guise of tech
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# ? Dec 1, 2015 22:23 |
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Beet Wagon posted:Octopode replies are about as useful as most D_Smart replies. gently caress you.
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# ? Dec 1, 2015 22:24 |
Octopode & Karl are modern day renaissance men, you guys are just jealous there is nothing they aren't experts on
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# ? Dec 1, 2015 22:25 |
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D_Smart posted:There is no "translation layer". When porting an engine, you don't use a "translation layer". Especially not for something with such a radical architectural change as DX12. I am sure there is a layer provided that interfaces DX11 code with DX12. I am sure it will cost you a gently caress ton of performance and since MS themselves say that it's buggy as poo poo I don't think anyone in their right mind would use it for an actual game.
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# ? Dec 1, 2015 22:30 |
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Iglocska posted:I am sure there is a layer provided that interfaces DX11 code with DX12. I am sure it will cost you a gently caress ton of performance and since MS themselves say that it's buggy as poo poo I don't think anyone in their right mind would use it for an actual game. Well considering the MSDN documentation literally says quote:it is not recommended to use D3D11On12 for complicated 3D scenes, and it is instead recommended for simple scenes or 2D rendering. The one thing we can conclude is that Octopode is a complete idiot who doesn't know what the hell he's talking about.
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# ? Dec 1, 2015 22:35 |
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quote:it is not recommended to use D3D11On12 for complicated 3D scenes, and it is instead recommended for simple scenes or 2D rendering. Kinda reminds me when Kerberos put out SotS2, a broken mess. And then they put out the halfway enjoyable The Pit.
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# ? Dec 1, 2015 22:37 |
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Chalks posted:Well considering the MSDN documentation literally says Not sure, JPEGs are 2D after all. No, but nothing wrong about being wrong as long as facts and evidence can convince you of the contrary.
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# ? Dec 1, 2015 22:38 |
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Iglocska posted:I am sure there is a layer provided that interfaces DX11 code with DX12. I am sure it will cost you a gently caress ton of performance and since MS themselves say that it's buggy as poo poo I don't think anyone in their right mind would use it for an actual game. That's not a translation layer. Also... http://blogs.msdn.com/b/directx/archive/2014/10/01/directx-12-and-windows-10.aspx http://gamingbolt.com/ex-naughty-dog-dev-explains-difference-between-dx12-and-dx11-less-gains-on-consoles-compared-to-pc http://www.pcworld.com/article/2952172/software-games/directx-12-faq-all-about-windows-10s-supercharged-graphics-tech.html
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# ? Dec 1, 2015 22:38 |
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Chalks posted:The one thing we can conclude is that Octopode is a complete idiot who doesn't know what the hell he's talking about. uhm, we already knew that.
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# ? Dec 1, 2015 22:38 |
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Mirificus posted:
Is this person trolling, or just an IRL retard? Investors provide money for the budget, they don't take money out of it. They take money out of profits. WTF does he even think he's saying? Investors provide a 100m dollar budget and then immediately take 25-50m back out of the budget? And a 100M dollar game only spending 15m on development? Where'd you get that number, dipshit?
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# ? Dec 1, 2015 22:39 |
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# ? May 5, 2024 18:20 |
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D_Smart posted:gently caress you.
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# ? Dec 1, 2015 22:40 |