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About the wizards, I remember a Russian guy (Ankor) thats now promoted as an member of a team that’s making IL2-Korea, who did the impossible to make a WW1 combat flysim (WOFF) from a DX8 game to DX9. There where even plans for the DX11 implementation. While for another flysim there was an guy who did made MS-fly simulator pay-ware to transform its original DX9 to DX10.I think I actually said that but was referring to kludging it with DLSS-swapper (Unless I got my wires crossed and claimed it wasn't possible outright, which could have happened as I'm kind of dumb) But DX12 actually just won't do anything because it interacts with the game at such a low level and the game engine was designed before DX12 existed so it has no way of hooking into these new features DX12 has. You can probably wrap Assetto to DX12 right now with dgVoodoo but it just won't actually do anything beneficial.
I do not care if this was only a partially DX step upwards, limited by not have any access to the game engine coding’s, but the improvements for WOFF were spectacular. Think the same, even limited and good implemented, could be counting for AC’s DX11->DX12u
Btw here my original link on DX11 vs DX12 https://hardwaretimes.com/what-is-the-difference-between-directx-11-and-directx-12/ I must admit I never did know about the precise improvements, for the rest on implementing we both are both no DirectX engineers we can only guess.
As I wrote down earlier some wizards can do what at first glance seems to be impossible.
But right now we make a lot of fuss on DX12, as for me it was only a side notification fused by what I did read on DX11 vs DX12u. Think Ilya did made a right decision, now a redesign of his chaotic GUI mess and go further with all DLAA/DLSS/FRS/XeSS and for me all the optimization on VR. 😎
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