Pugmeister
Educated
- Joined
- May 1, 2015
- Messages
- 65
Porting to DX11 is going surprisingly smoothly to be honest.
The only remaining functionality is related to point sprites used by particle systems (functionality was removed from DX11) and downscaling screenshots. Everything else should work, except everything needs more bugtesting.
I also implemented a small number of new features:
- MSAA anti aliasing sample-count (think 2x, 4x, 8x, etc.) is now configurable, as is the quality-level. This allows NVidia CSAA to be used (and whatever AMD equivalent there is), if one knows the correct sample/quality combination for their card. Once we have better config UI in the game, this will be exposed there instead of the simple AA checkbox.
- The used Display Adapter can be configured
- Alt+Enter for exclusive mode fullscreen toggle works now
- The game window can now be resized/maximized, although this doesnt change the actual render resolution
Since the game basically looks the same (that's the point), I won't show screenshots.
Instead, here's a screenshot of the fancy graphics debugging tool we can now use:
The only remaining functionality is related to point sprites used by particle systems (functionality was removed from DX11) and downscaling screenshots. Everything else should work, except everything needs more bugtesting.
I also implemented a small number of new features:
- MSAA anti aliasing sample-count (think 2x, 4x, 8x, etc.) is now configurable, as is the quality-level. This allows NVidia CSAA to be used (and whatever AMD equivalent there is), if one knows the correct sample/quality combination for their card. Once we have better config UI in the game, this will be exposed there instead of the simple AA checkbox.
- The used Display Adapter can be configured
- Alt+Enter for exclusive mode fullscreen toggle works now
- The game window can now be resized/maximized, although this doesnt change the actual render resolution
Since the game basically looks the same (that's the point), I won't show screenshots.
Instead, here's a screenshot of the fancy graphics debugging tool we can now use: