I noticed that classic can not run DX12, seeing as it runs on the 8.0 client this kinda baffles me. Do you have any plans to include DX12 support in the long run? (Or even better, vulkan but I highly doubt that.)
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I work in IT myself so I’ll be ok in that regard, thank you though! DX12 just functions better and while currently dx11 has no issues I can imagine it giving a noticable increase in big worldpvp battles to go to dx12. Seeing as retail supports dx12 and we run on a similar graphical engine, see no reason why we can’t have dx12 support.
I thought Classic runs exclusively on DX12, hence why you can’t play full screen just windowed full screen?
Looking at the WTF folder it runs on DX11, forcing it to run on 12 by a config edit does not work as it reverts itself.
SET gxApi “D3D11”
Is what it says in the config file.
Given that the engine has changed but the resources have not (And whatever crazy resource importers/compilers they might have probably being the old ones too), there’s probably a good implementation reason for it.
It would definitely be nice though to have it
Wowfolder → Properties → Compatibility → Check “compatibilitymode” Drive this program for Win 8.
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I heard DX12 will increase system requirements and overall decrease in FPS. I know, it enables multithreads, but you need really big rig to play it smooth.
Ideally we get the API option back in settings so we can run both based on preference and system.
Use a Mac - problem solved
WoW isn’t limited by draw calls count when it comes to mass pvp battles. retail Has DX12 and that doesnt help when servers die of pvp.
Blizzard has stated that no Direct X 12 support will come to Classic for two reasons:
- It would increase the system requirements of the game, even for DX11 mode, and;
- It is not needed, because the draw distance in Classic is already very low, which offloads the CPU resources (for chunk generation) that were typically bottlenecking on Retail
That’s completely not true. DX12 and Vulkan with their low level API benefit mobile and embedded systems a lot while normal PC games can offload draw calls to multiple cores instead of one.
Lag in world PVP or battles aren’t really related to graphics most of the time though, but rather the asymptotic running time involved with multiple players and events in a concentrated region.
Upgrading the graphics API won’t fix that. It is an even bigger problem in Retail.
Isn’t the draw distance able to go to up to the same amount as the retail client? Pretty sure it is.
I don’t see how the system requirements of the game go up on a seperate gAPI engine that begins on startup, care to eloborate why it would? (Not saying you are wrong just can’t imagine how.)
edit: as for your claim regarding DX12 not increasing FPS in group gameplay.
This isn’t true, the way DX11 works in regards to API calls it sends the CPU for WoW versus DX12 being optimised for multithread gives DX12 a noticable increase in FPS in group gameplay enviorements.
Try it out on retail while raiding, https://www.youtube.com/watch?v=grYDhUQ1qq8 or just have a look at this.
Even on a core2quad system where I ran a benchmark comparison in LFR the DX12 api using 7000 series AMD got a noticable increase, I don’t see how DX12 could impact any user or system in a negative way.
ps: could you supply the source of where Blizzard stated the classic client will not support DX12?
The Draw Distance in Classic is the equivalent of the lowest draw distance setting in Retail. It does not go higher than that, as the old world was not designed to be rendered at greater draw distances.
You can’t make these assertions without knowing what their code looks like. Generating graphics does not start with the GPU or the APIs around that, but it has to go through various steps before it even reaches that point. Blizzard has had to adjust these prior steps in order to allow for Direct X 12 to work, and this is likely where the additional processing power comes in, which also comes with additional system requirements.
The only advantage Direct X 12 offers for WoW is the ability to offload chunk generation to multiple CPU cores. This is useful if you have a large draw distance, which is the case in the Retail game. Previously all chunks had to pass through one core before it could be offloaded to the GPU for rendering. This was a considerable bottleneck in Retail, where the draw distance is 4x greater than it is in Classic.
Let’s just assume for argument’s sake that supporting older hardware was not a concern for Blizzard. How much do you think the new Direct X 12 mode will improve FPS? I am going to make a guess: not very much, if at all. Again, because the draw distance in this game is already very low. This game does not render more than 4-5 chunks at a time, and the potential FPS gains for the Direct X 12 would be negligible: 2-3 FPS difference at best.
I highly suggest running a bench for yourself on both API’s in retail right now while raiding, you’ll see. Or check the video. (where the draw distance is really irrelevant because raid’s barely have outworld area’s) The video in question is taken on g’huun for example.
Also do you have a source for where Blizzard stated they would not implement DX12?
I think that they’ll support DX 12 in the distant future. They forked Classic client from Legion code base and DX 12 was not ready at that time and now they’ll have more important tasks.
The thing is Classic runs on 7.5 I think which didn’t have DX12 from what I remember.
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