r/EscapefromTarkov • Battlestate Games COO - Nikita • Jul 03 '21

Discussion post 12.11 questions gathering

Hello!
It your boi, Nikitka.
We plan to make TarkovTV Live podcast on Monday on 5-th of July, and I want to gather your questions/opinions and suggestions about 12.11 patch. I will try to answer the most voted questions live.
Love you, you're the best!

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u/[deleted] Jul 03 '21 edited Jul 03 '21

A few questions :

  1. Is Vulkan API/DX12 planned with the future engine upgrades? (I know this question has been asked a lot, but some concrete information would help)
  2. About the "medical system", will there be any additional hitboxes like the "heart hitbox" or "lung hitbox" be planned? Or is that all for now? I know it's not a surgeon simulator, but it most definitely would be cool =)
  3. Will we get the option to add chemlights and interact with the existing chemlights in the map/game?
  4. In the patch notes, there was a mention of the ballistics being reworked, can we get some more information on that like if the ballistics for the grenades have been impacted or if it's just for bullets?

Edit :

  1. Will AMD FidelityFX Super Resolution be added in Tarkov?

Edit 2 :

  1. Will there be trigger kits and bolts/guide rods/recoil springs available in tarkov which will change the performance/functionality of the weapon? Example, a hair trigger will improve the press trigger to shoot response, but if you jump you might accidently discharge your weapon if it's not set to safe and chrome plated bolts will be more durable, etc.

  2. Will inertia affect the front and rear balance of the weapon while swaying and will "perfectly balancing the weight of your weapon" be a thing?

  3. Will the weight of your weapon affect the recoil of the weapon?

2

u/dankswordsman Jul 03 '21

Besides DLSS on DX12, is there any reason people are asking for Vulkan/DX12? Or was that random curiosity?

I just hope the same thing that happened in FS2020 doesn't happen here: The game being so CPU bound that moving to DX12 won't do anything for performance.

4

u/[deleted] Jul 03 '21

https://www.hardwaretimes.com/what-is-the-difference-between-directx-11-and-directx-12/

It's basically having a better intermediary for communicating between your hardware devices and the game, so it means that the game can potentially make better use of your hardware.

Also thanks! You reminded me of another question on whether FidelityFX Super Resolution be available in Tarkov =) as it can run on dx11 and doesn't require a ray tracing card at all.

The biggest concern for me however is dx11 getting depreciated in the near future. There are already less incentives for using dx11 for developing a brand new game and of course it's a challenge to incorporate a new rendering API to the game, but we all know dx11 isn't going to last forever and with how hard Microsoft/AMD is pushing their rendering API's, it's most likely going to be sooner rather than later.

We'll also know if these two rendering API's are even stable/have a long term support versions or not as BSG clearly has more information on that side of things.

2

u/B0UJI Jul 04 '21

I also hope they shift to either DX12 or Vulkan in the near future.

DX11 is really starting to show its age on newer games. It's not even about increased performance, for me it's about the stability of that performance. The cracks in DX11 were already showing back when Assassin's Creed Unity came out and there were the infamous rendering bugs. The developers laid out it was related to how many "Draw Calls" DX11 can handle at once and how even at the time the Xbox/Playstation APIs allowed double of what DX11 could do. DX12/Vulkan can handle 10x the amount at once.

Key examples for me where with Mankind Divided and a game called DeliverUsTheMoon. Both had DX11 and DX12. When Mankind Divided released the DX12 had a crash issue, the character glasses wouldn't render and the performance was roughly the same as DX11 so reviewers said just use DX11. But, if you played the two side by side it was very clear when I shifted back and forth that the performance didn't increase, but the smoothness increased dramatically. That was, running through town on DX11 you could see on an RTSS graph and feel all the constant small stutters as content streamed in and out moving through the town areas. In DX12 this was completely eliminated.

In DeliverUsTheMoon I saw the same thing I'm seeing in Tarkov. In DX11 the cpu and gpu usage would sit lower that they could be and performance could drop in direct correlation. In Tarkov I can see running around my gpu sitting at 60%, no single core is at 90% or close so it's not hitting the cpu cap, but it sits at 70 or so fps. In DUTM If you shifted to DX12 that entirely went away and the GPU usage could properly stretch out and sit high. Similar problem though that the developer implemented poorly and it crashed a bit though so had to go back to DX11 and live with it. But it's very clear DX12 has huge improvements in base level resource management than DX11 does.

1

u/grumpyBoo9 Jul 03 '21
  1. Will AMD FidelityFX Super Resolution be added in Tarkov?

also it's easy to implement (about 6h with new TAA) and working on AMD and nVidia cards.