[Q for Egosoft] Any chance for DirectX Implementation?

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Imperial Good
Moderator (English)
Moderator (English)
Posts: 4750
Joined: Fri, 21. Dec 18, 18:23
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Imperial Good » Sat, 5. Oct 19, 05:29

radcapricorn wrote:
Sat, 5. Oct 19, 03:30
As for some other effects, you really don't notice? Damage effects on destroyed subsystems are just gone, now we only get those same low-res poofs and ugly wrecks. Awesome Plasma/JET beams, or heck, even Skunk's mining laser Mk1 would give a handicap to X4's beams. Thargon Tracer projectiles? Plasma projectile hits? Glowing sticky projectiles (which there's even an in-game mod for stickies)? Where's all this stuff gone?..
From what I can tell looking at left over data some of the weapons were cut during the Beta. Since the game felt rushed around release time I would not be surprised if they just had not got around to implementing or polishing all weapons. The projectile stick is likely a left feature from such unpolished weapons.

The actual missile and beam effects are pretty much 1:1 with XR with exception of any shader differences. Plasma projectiles might be slow but they still act kind of like plasma. HET turrets and Pulse Lasers act kind of similar with exception of Pulse Lasers hitting stuff a lot more easily.

I do agree that some of the artwork does look low resolution and simple geometry, especially with some ships. This is apparently an issue the developers acknowledged and hence promised to improve upon with the Split for the Split DLC. Sadly they also mentioned that existing artwork will not be revised within the near future, I guess due to development resource constraints.

Falcrack
Posts: 4929
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Falcrack » Sat, 5. Oct 19, 06:13

I'm with radcapricorn here, the effects need serious improvement. I am hoping that there with be major improvements with 3.0, but am not holding my breath.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by tomchk » Sat, 5. Oct 19, 07:30

I can live with the models and basically everything else. There’s a lot of great work, despite some ugly or repeated designs that they have acknowledged. So many effects are the biggest eyesore, though. Here’s hoping...
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by tomchk » Fri, 11. Oct 19, 14:15

I believe Egosoft has here confirmed that the way Vulkan was used has caused poor performance, but big improvements are coming...
https://steamcommunity.com/app/392160/d ... 599971353/

“How many of those Games utilize the Vulkan API?

I may want to inform you that there are indeed tweaks in the making that will heavily impact the Perfomance... once they are ready to be released.”
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Artean
Posts: 1094
Joined: Tue, 14. Feb 06, 17:41
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Artean » Fri, 11. Oct 19, 15:08

tomchk wrote:
Fri, 11. Oct 19, 14:15
I believe Egosoft has here confirmed that the way Vulkan was used has caused poor performance, but big improvements are coming...
https://steamcommunity.com/app/392160/d ... 599971353/

“How many of those Games utilize the Vulkan API?

I may want to inform you that there are indeed tweaks in the making that will heavily impact the Perfomance... once they are ready to be released.”
Interesting.

Hopefully they will be ready by this afternoon, since I've planned to put in some serious X4 playing time tonight.
"In the beginning the Universe was created. This has made a lot of people very angry and has been widely regarded as a bad move." - D.N.A

User avatar
eMYNOCK
Moderator (DevNet)
Moderator (DevNet)
Posts: 2059
Joined: Thu, 21. Aug 03, 10:37
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by eMYNOCK » Fri, 11. Oct 19, 16:13

tomchk wrote:
Fri, 11. Oct 19, 14:15
I believe Egosoft has here confirmed that the way Vulkan was used has caused poor performance, but big improvements are coming...
https://steamcommunity.com/app/392160/d ... 599971353/

“How many of those Games utilize the Vulkan API?

I may want to inform you that there are indeed tweaks in the making that will heavily impact the Perfomance... once they are ready to be released.”
I am sorry to say that, my reply in this Steam Topic wasn't meant to rise wild Speculations.

It was meant to point out the Difference between the Named Games and X.

Also the mentioned Tweaks were supposed to point at the API it self as it is an ongoing development project.

I simply can not know how the Development can or will impact X.

I am sorry if i pointed anyone into a wrong Direction, that was clearly not my intention.

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by tomchk » Fri, 11. Oct 19, 17:28

eMYNOCK wrote:
Fri, 11. Oct 19, 16:13
I am sorry to say that, my reply in this Steam Topic wasn't meant to rise wild Speculations.

It was meant to point out the Difference between the Named Games and X.

Also the mentioned Tweaks were supposed to point at the API it self as it is an ongoing development project.

I simply can not know how the Development can or will impact X.

I am sorry if i pointed anyone into a wrong Direction, that was clearly not my intention.
Ah okay, sorry for confusing things here. Thanks for clarifying! Hopefully nobody will give you lots of heat, including me!
I will maintain hope that effects graphics will be brought at least to the level of XR and graphics-related performance will also be improved once "ready to be released". :D
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Panos
Posts: 848
Joined: Sat, 25. Oct 08, 00:48
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Panos » Mon, 14. Oct 19, 03:02

tomchk wrote:
Fri, 4. Oct 19, 16:55
My reasoning: I have a GTX 1070 and i5-4590, and I frequently experience choppy FPS in combat where otherwise the FPS is fine. I don't think it's related to the extra CPU load I understand X4 requires for the extra simulation compared to XR.
DX11 or even DX12 would be worse on your 5y old i5-4590.

Your issue is the CPU. If you are on very tight budget, try to find a used and preferably delided 4790K. Is the only upgrade you can do, but do not spend over $100-120 for it. (nothing bigger is supported by your motherboard).
Also what's your ram capacity, speed & timings? It would greatly help if you tweak your ram to run faster, assuming can take it and you have 16GB to be safe.
In addition what's your operating system?
Ofc these won't resolve everything but improve to the best you can with your current hardware.

Gavrushka
Posts: 8072
Joined: Fri, 26. Mar 04, 19:28
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Gavrushka » Mon, 14. Oct 19, 09:22

I'm a little uncomfortable with the stated minimum specs for X... A lot of people seem to be reporting issues with very powerful graphic cards and assuming the poor framerate is down to them.- I have a crap graphics card, and a reasonable processor *AND I DON'T HAVE ANY FRAMERATE ISSUES* - I've seen others say similar, and the penny has just dropped - My performance limitation on an I7 8700 paired with a GTX 1050Ti (16GB) still appears to be the processor. - I had run at low settings because I'd thought the GPU was the bottleneck, but now I run at high with the same almost constant framerate (limited to 60) unless I'm in heavy mass combat or around one of my mega stations. Even then, apart from the weird couple of stutters around stations on 1st approach, I very rarely drop below 30FPS even with the map open.

I expect the day will come (and soon) when optimisation shifts the balance towards GPU, but I'm pretty sure that a lot of issues raised over poor framerates are currently down to CPU issues, even with a water-cooled 2080 with its own electrical substation.

But perhaps I'm just old and confused! LOL
“Man, my poor head is battered,” Ed said.

“That explains its unusual shape,” Styanar said, grinning openly now. “Although it does little to illuminate just why your jowls are so flaccid or why you have quite so many chins.”

“I…” Had she just called him fat? “I am just a different species, that’s all.”

“Well nature sure does have a sense of humour then,” Styanar said. “Shall we go inside? It’d not be a good idea for me to be spotted by others.”

CaptainRAVE
Posts: 432
Joined: Thu, 23. Oct 03, 20:55
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by CaptainRAVE » Mon, 14. Oct 19, 10:21

tomchk wrote:
Sat, 5. Oct 19, 03:45
Thank you—you have listed a number of the many effects that have vanished since XR without explanation. You also are willing to be more frank about the low res sprite explosions, and you’re right. You really are. The game has many things that look amazing, but the effects are arguably lower quality than Freespace 2. :(

I would so appreciate some explanation for these effects regressions and hope that we will get something better soon. I really believe this has bothered a lot of players.
It is a huge shame. I guess we’ve lost effects for the simulated economy. Rebirth might have had its flaws, but visually it was stunningly immersive - standing on a capital ship during combat was breathtaking. X4 is much closer to X3 visually. I really enjoy X4, but I do miss the splendor of rebirth.

That said, for X4, upgrading from my old 4770k to a 9700k literally transformed my experience.

linolafett
EGOSOFT
EGOSOFT
Posts: 3321
Joined: Mon, 26. Mar 12, 14:57
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by linolafett » Mon, 14. Oct 19, 11:12

Lets not derail that thread in yet another visual effects discussion, alright?

To answer the original question of this thread:
Zero chance of a DirextX version.
01001100 01101001 01101110 01100101 01110011 00100000 01101111 01100110 00100000 01110100 01101001 01101101 01100101 01110011 00101110 00101110 00101110

My art stuff

grimgore
Posts: 163
Joined: Tue, 20. Nov 18, 12:58
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by grimgore » Mon, 14. Oct 19, 12:01

I would like to read the topic about weapons, effects and explosions. I can not find anything about it. Can someone give me a link? :gruebel:

tomchk
Posts: 1294
Joined: Mon, 26. Jan 15, 19:55
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by tomchk » Mon, 14. Oct 19, 13:43

linolafett wrote:
Mon, 14. Oct 19, 11:12
To answer the original question of this thread:
Zero chance of a DirextX version.
Thanks! I'll just look forward to future developments with Vulkan. I believe in you guys and understand Vulkan probably comes with various benefits.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Rastuasi
Posts: 455
Joined: Mon, 1. Oct 18, 16:28
x4

Re: [Q for Egosoft] Any chance for DirectX Implementation?

Post by Rastuasi » Mon, 14. Oct 19, 17:24

No thanks, vulkan is better than directx and I no longer support devs who only do directx as it's a copout for that M$ paycheck.

Post Reply

Return to “X4: Foundations”