Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Is ESO in DirectX 12, 9 or 11 or what...on PC of course.

  • danno8
    danno8
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    . This leads to situations where your CPU utilization metrics are habitually underrepresented. 50% of a processor bottlenecked by a small subset of its pipeline IS 100% utilization as the processor CANNOT DO ANY MORE WORK WITHOUT DELAYS even if, to you, it seems to only be half utilized.

    This precisely. In ESO you will often see your FPS drop down low, and if you look at your CPU/GPU utilization, they will simultaneously be far less than 100% use on either one. The reason is that the CPU is at maximum performance in one area of it's calculations and has to wait.
  • Shadywack
    Shadywack
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    Lady_Linux wrote: »
    The real question is why arent they using vulkan yet?

    Because the renderer was written in 2012 or 2013? Vulkan would require a complete, from the ground up, rewrite of the renderer? I'm guessing.

    They did, in fact, already do a complete rewrite from the ground up of the entire renderer...in Vulkan.

    They did it for the Mac's MoltenVK implementation. Just like back in the day you could use OpenGL until they just stopped distributing the binaries on the Windows version.

    What's completely asinine is that they've already done the work to have more common code that handles multi platform solutions. THEY DID IT ALREADY!!!! They just don't want to publish Vulkan on Windows so as to head off Linux users submitting data that they don't want to sift through.
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