We chose between DirectX 12 and Vulkan, which have a very similar feature set. It does not have enough resource slots, and it would be very difficult to achieve decent performance if we had to redo the shaders to use fewer resources. In OpenGL, there are many ways to implement different aspects, so it was a nightmare to implement different aspects correctly on all platforms.ĭue to the heavy use of unrelated resources, we could not port the game to DirectX11.The engine had very low performance in OpenGL, although, of course, it could be optimized.
![detroit become human pc optimization detroit become human pc optimization](https://www.wingamestore.com/images_screenshots/detroit-become-human-96975.jpg)
We had a lot of proprietary extensions that weren't open to all GPU manufacturers.We already had an OpenGL version of the engine, which we used in our development tools.īut we didn't want to release the game in OpenGL: She helped us optimize the game, so she will talk in detail about the heterogeneous indexing of resources on the PC and, in particular, in AMD cards. Lou Kramer is a Technology Development Engineer at AMD.They will explain what optimizations could be seamlessly transferred from PlayStation 4 to PC, and what difficulties they faced due to differences between platforms.
![detroit become human pc optimization detroit become human pc optimization](https://www.thenerdmag.com/wp-content/uploads/2020/06/Detroit-Become-Human-Screenshot.jpg)
3D Engine Lead Ronan Marshalot and 3D Engine Leads Nicholas Viseri and Jonathan Siret of Quantic Dream will talk about rendering aspects of the ported game.
![detroit become human pc optimization detroit become human pc optimization](https://www.dsogaming.com/wp-content/uploads/2019/12/20191222090355_hd.png)
Therefore, the PC version was a challenge for us. From the very beginning, the game's 3D engine was designed specifically for the PlayStation, and we had no idea that it would later support other platforms.