The UK studio hosted a mini-summit for the graphics and engine teams to plan out the next stage of the major renderer rework. This rework involves fundamental changes to the structure of the renderer to allow pre-calculation of as much rendering data and entity creation as possible to minimize the work in each frame. When complete, it should result in significant CPU performance improvements, but will take several months to complete.
June saw the Engine Team revise disocclusion handling, continue work on ground fog, and enhance the short-sequence sample pattern to reduce flickering for temporal sample anti-aliasing (TSAA). They also continued progress on the render thread global state cleanup, which is a prerequisite for the ongoing low-level renderer and render pass refactor.
In the latest SQ42 and SC monthly report a major rework of the renderer is mentioned, does this rework include the batching of the render thread? If so does this mean you’re switching from DX11 to the Vulkan API or will that come at a later stage? When complete will the refactor allow you to add dynamic global illumination also for interiors? @BParry_CIG
Wouldn’t want to talk too much about the plan until it’s all locked down and approved. However, I can say it’s quite low-level stuff and doesn’t really affect whether we have global illumination or not.