Crytek: DirectX 12 Will Help Develop Complex VR Worlds, Cloud May Allow Higher Frame Rates

Crytek's Elijah Freeman on DX12 and the power of cloud.

Posted By | On 20th, Aug. 2015

dx12

GamingBolt recently got in touch with Elijah Freeman, who is the Executive Producer at Crytek  to talk about virtual reality and how they are pushing the medium with Back to Dinosaur Island Part II. In our interview we were also able to ask Elijah’s thoughts on DirectX 12 and its impact on VR gaming.

“From an engine technology perspective, VR is mostly about being able to run consistently at high frame-rates, which results in some major challenges for rendering optimizations,” Elijah said to GamingBolt. “Everything which helps to make drawcalls more efficient is highly useful, so DX12 with its reduced API overhead and better parallelization capabilities can definitely play a part in helping us create more complex VR worlds than before.”

Furthermore, the so called power of the cloud is turning into a reality for Microsoft. At Gamescom, they demonstrated the technology for their upcoming sandbox shooter, Crackdown 3 which showcased a ton of destruction without any sort of impact on performance. So does Crytek believe there is potential of using the cloud along with VR gaming?

“Minimizing latency is essential for VR, so we will likely not see VR games being fully rendered in the cloud any time soon. However, some complex simulation code for which lower frequency updates are acceptable could well run in the cloud and free up resources on the player’s machine, helping to achieve higher frame-rates.”

It will be interesting to see whether developers will be using DX 12 in conjunction with cloud servers. It could work in theory and it will be amazing to see what kind of results it could bore. What are your thoughts on this? Sound off in the comments section below and stay tuned for our full interview with Crytek.


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