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Implementing DX12 Was Easy Says Square Enix

Square Enix blew us away a few years ago with their Agni’s Philosopy technical demo, it showed some incredible graphics, but it was nothing in comparison to the revised version, which they demoed at Microsoft’s Build Developer Conference this week.

The new demo, WITCH CHAPTER 0 [cry], used DirectX 12 and their own Luminous Engine. It showed the real benefits of DirectX 12, as the demo was able to push many as 6 to 12 times more polygons, 8K x 8K textures, more shaders and a whole more; in short, it looked incredible.

What’s really interesting, however, is how long it took Square Enix to get the assets from their other demo up and running in DirectX 12. When asked if they encountered any issues implementing DirectX 12, Square Enix’s Ivan had the follow to say:

“I think it took around three weeks to get the basic rendering working, and comparing this to my previous experience with implementing a new graphics API layer, I would say it was quite straight forward. However I have to mention that this wasn’t a direct port and it wasn’t using many of the unique of D3D12. Going forward I think we’re going to adjust some of our systems in the engine to better match D3D12.

So personally I think it’s not very difficult, it wasn’t very difficult for us, to try the D3D12 but with any new platform and any new graphics API, you probably know that you need some time before you can utilize the API for 100%”

Hopefully, this means great things from this developer and many others, DirectX 12 is already shaping up to be a huge change for the industry and we can’t wait to see it become the new standard.

Thank you DSO for providing us with this information.

Peter Donnell

As a child still in my 30's (but not for long), I spend my day combining my love of music and movies with a life-long passion for gaming, from arcade classics and retro consoles to the latest high-end PC and console games. So it's no wonder I write about tech and test the latest hardware while I enjoy my hobbies!

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