Thanks:O Best announcement ever!
And seconded... I expect to see fp32 EVSM and high res SDSM shadows hehe
Our PC content development tools and debug builds have ran on top of DX11 API for a long time now. I can't yet say if any DX11 exclusive features (such as compute shaders or tessellation) will be used in Trials Evolution Gold (as the game release is still pretty far away).Will it be DX11?
No worries. Releasing a game today (or next year) that required DX11 GPU would be a suicideDX11 support would be nice, just don't forget us DX10/10.1 users in the process
Our old "Trials 2 Second Edition" PC game had support for Xbox 360 controller (and DirectInput compatible gamepads). I don't think it's going to be any different this time.Hope it keeps the 360 controller support. Don't get why some PC versions do away with that
Cool yeah. I was partially teasing but it would indeed be nice to see what the engine can do with some of the settings cranked a bit higher than current gen consoles can handle (@ 60fps no less)TWe had to restrict the shadow map cascade resolutions to 512x512 on console, because of fill rate and memory limitations (it's very hard to reach 16.6ms on current gen consoles, especially with full real time lighting and shadowing). The same limitations are not true for PC.
Neat, yeah I considered that you could do it all with predicated rendering and basically using the GPU to switch on/off draw calls based on frustum tests (done on the GPU), but you still pay all the CPU overhead for all of the draw calls, which is not insignificant. For shadows-only though as you note there's normally less state involved so it's probably feasible to basically create your own "command buffer" of sorts with all the draw call information and iterate on the GPU. I assume that's roughly what you're doing with the relevant bits of shadow state.I actually figured out a way to do full (tight culled) SDSM without any lock stalls (or any CPU intervention at all). It naturally requires compute shaders and some DispatchIndirect / DrawInstancedIndirect trickery, and an efficient way to draw any amount of multiple instanced meshes using a single draw call (there's a nice technique for this as well).
I don't see any need to change the control scheme (it's already perfect for game pads). Of course keyboard controls can't be analogRegarding controllers, I'm assuming it'll maintain the nice analog throttle controls from the 360 titles?
(and DirectInput compatible gamepads).
I don't see any need to change the control scheme (it's already perfect for game pads).
Do not forsake directinput the peripheral api of the gods or we'll end up with another racing game that doesnt support a steering wheel or a forcefeedback joystick
That may well be true, but its up to the player how they play it, they may not have a pad, dont limit their options
dinput is deprecated btw....