Greetings folks. I am excited for Civ VI and looking forward to November. Today this was released and I am not sure about two things stated here..
Perhaps Frogboy can chime in on what this means...
Wednesday morning, the two companies revealed that they’ve partnered up yet again to bake DirectX12 support into the hotly anticipated Civilization VI. Split frame rendering won’t be returning, sadly, but the game will feature a pair of DX12 highlight features: Explicit multi-adapter and asynchronous compute.
What is split frame rendering mean and will having the DX asynchronous compute be an improvement for performance?
Hopefully they spend 1/10th this much effort on the gameplay itself.
They'll put in all the effort, you just don't receive that until the 1st or 2nd Exp. Pack.
I don't know no citizen control can't allocate spending ideologies instead of civics open borders what will they screw up this time.
From a performance perspective I am hoping that we can see 'insane maps' for Civilization like we do here for Gal Civ III. The DX12 optimizations 'should' help both ai processing and late game turn time processing. The only ones who have a true grip on how DX12 would help a 4x game would be Frogboy and the folks at Firaxis.
Both have experience with 4x games and memory and resource allocation and cpu/gpu optimization for turn times.
I have to wonder what this will do for how quickly it heats up GPU chips.
You know civilization doesn't like large maps if anything expect smaller maps. Agreebigger is better.
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