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[Feedback] 12 Years of ESO: Where are DX12 and the promised Texture Updates? We need to talk.

Toriga
Toriga
✭✭✭
Hi everyone, and hopefully, hi to the ZOS Dev/Community team.

I’m writing this because, as a community, we love this game, but entering 2026 makes it impossible to ignore some massive technical promises that have been completely swept under the rug over the years.

While the art direction of The Elder Scrolls Online remains stellar, the technical foundation is severely showing its age, and we are still waiting for crucial updates that were either promised or are standard industry practice today.

The Lost DirectX 12 Update (And why it leaves AMD/Console users behind)

Back around 2016, ZOS explicitly stated they were working on a DirectX 12 upgrade. Years later, we are still running on an aging DX11 backend. This isn't just about CPU multithreading and Cyrodiil performance anymore; it's about modern feature support.

Because ESO is stuck on DX11, it cannot natively support modern upscaling technologies like AMD FSR 2, 3, or the current FSR 4. Instead, the game is still stuck with the obsolete FSR 1.0, which blurs and ruins image quality on non-Nvidia hardware.

While Nvidia users got DLSS, anyone on an AMD GPU, Steam Deck, or current-gen console is forced to use an upscaling tech from generations ago just because the engine won't move past DX11.

What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

The Missing 4K/HD Texture Pack (Requested Since Launch)

The contrast in ESO right now is jarring. While the assets in recent DLCs look incredible, the vast majority of the base game (which dates back to 2014) is stuck in blurry, low-resolution textures.

Many textures in zones like Auridon, Glenumbra, or Stonefalls look like 720p/1080p stretch-outs.

On modern 1440p and 4K monitors, this completely breaks immersion.

A 12-Year-Old Request: The community has been asking for an optional high-resolution texture pack since the game launched. Let's not forget that 4K technology became commercially available around 2013. ESO effectively launched with an already dated texture baseline, and we are still forced to look at it over a decade later.

The Solution is standard: Many MMOs and older RPGs offer an Optional 4K/HD Texture Pack download for PC and current-gen consoles, so players with older hardware aren't affected by file sizes.

Why this matters in 2026

Using modern technical tools (like neural network texture upscaling, e.g., ESRGAN, which has been standard industry practice for asset restoration long before the recent generative AI hype), remastering these old assets would require minimal effort compared to manual re-authoring.

We aren't asking for a complete engine overhaul from scratch. We are asking ZOS to bridge the gap between 2014 graphics and 2026 standards. We shouldn't settle for blurry rock and armor textures in a major, highly profitable MMORPG.


A Call to the Community & ZOS

If you want to see ESO thrive and look like a modern game, please keep this thread alive.

ZOS, please give us an update: Is a texture refresh or a modern API update (DX12/Vulkan) anywhere on the long-term roadmap, or has the base game been permanently left behind?
Toriga
Senior Software Developer
  • Luneca
    Luneca
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    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.
  • LadyGP
    LadyGP
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    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    Why would you be surprised? ZoS has done a 180 on their communication and been very transparent about things.

    I'm still hopeful of an engine upgrade coming with crossplay - yes there has been literally 0 things said that would hint this - again just copium for this gamme being the 30 year game they want. I just don't see how this game lasts with its engine for like... 37 years.

    Maybe all these things you're asking would be coming with an engine upgrade.. that maybe they aren't ready to talk about "yet"?
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • HannDrake
    HannDrake
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    Ah, they won't do it. They're cutting corners as it is and ZOS is being targeted for massive layoffs.

    I wouldn't count on it.
  • LadyGP
    LadyGP
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    HannDrake wrote: »
    Ah, they won't do it. They're cutting corners as it is and ZOS is being targeted for massive layoffs.

    I wouldn't count on it.

    Look at what sections of Zeni are being targeted and what aren't. Also - these are all just rumors as most of the studios are still in the.. figuring it all out.. phase from MS.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • AScarlato
    AScarlato
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    LadyGP wrote: »
    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    Why would you be surprised? ZoS has done a 180 on their communication and been very transparent about things.

    The thread asking why they won't say the word "Warden" would like to speak with you lol.
  • Toriga
    Toriga
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    @LadyGP
    10 years to integrate DirectX 12? Are you kidding me? Please don’t try to justify this, especially if you don’t understand the technical effort or the timeline here. For your information, they officially announced the DX12 version back in 2016, and we are now in 2026.
    They absolutely scrapped the feature without telling us a single thing—exactly what they did with the 4K texture pack back in 2014, where it was always a matter of "it's coming, it's coming," and yet it never arrived. I already explained all of this in my main post, there isn't much more to add, and I honestly cannot comprehend the mental gymnastics some users do to defend this.
    The core issue is that they never gave a single update or communication about these two major features in over a decade. Why? What happened? What are they doing behind the scenes? Nothing. Instead, they just swept it all under the rug, hoping the player base would simply forget about it over time. That is exactly what happened here.
    If you don't believe me, here is the official quote from ZOS back in 2016:

    Yes, we are planning on a DX12 upgrade and expect that this will give us a number of graphics performance improvements. We cannot provide an ETA at this time, but it is something we’re working towards."
    — Source: https://forums.elderscrollsonline.com/en/discussion/comment/2257436/#Comment_2257436

    You can also find dozens of gaming headlines from 2016 reporting on this exact announcement. Ten years of complete radio silence after an official confirmation is not a matter of "effort"—it's a lack of transparency.
    Edited by Toriga on June 25, 2026 4:35PM
    Toriga
    Senior Software Developer
  • SwordOfSagas
    SwordOfSagas
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    I imagine the Microsoft on top of its mountain of gold like Smaug from the Hobbit, ''I will not part with a single coin''.
  • Luneca
    Luneca
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    LadyGP wrote: »
    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    Why would you be surprised? ZoS has done a 180 on their communication and been very transparent about things.

    I'm still hopeful of an engine upgrade coming with crossplay - yes there has been literally 0 things said that would hint this - again just copium for this gamme being the 30 year game they want. I just don't see how this game lasts with its engine for like... 37 years.

    Maybe all these things you're asking would be coming with an engine upgrade.. that maybe they aren't ready to talk about "yet"?

    Because the effort to implement it doesn't seem like it will ever be expended. Right now the game crashes every time I close it, it jerks terribly, audio sounds robotic, etc. -- obviously a problem with how the game is handling threading and memory.

    If ZOS won't even comment on fixing that, I don't really have faith for them to comment on updating the game in the manner described.

    Who is the graphics engineer at ZOS right now anyway? The last guy I knew that handled it does not seem to be on the game anymore and has moved elsewhere.

    It's unlikely we will get any response at all considering that.
  • Aliniel
    Aliniel
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    Don't forget that the game was in development for like 7 years. So, many aspects of the game are older than 2014. But yeah, textures in ESO are something to be ashamed of. I understand going back and reworking everything would take too much time. But at the very least new stuff should come in (optional) higher textures.

    I wouldn't be surprised we're still being blocked by outdated consoles (Xbox One and PS 4) which they refuse to let go.
  • Usureki
    Usureki
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    While the question of OP is absolutely valid.. ESO still looks better than most of the MMOs out there imho.
  • SkaiFaith
    SkaiFaith
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    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    I totally agree with OP and I would also like to get official statements about these.

    I admit my first thought was the same as the one I quoted, but then I've thought about the many good changes that happened with the new game direction and... No, I think after all this time we should get answers about these topics, and I'm hopeful the new people in charge will be different from what we endured for such a long time and will understand the importance of this and don't let it slide.

    EDIT: btw, I also get the point "Gaming Industry is collapsing" - yep, we don't even know if videogames will still exist in 5-10 years from now going on like this XD half of us could be in a position where we won't be able to even possess the required hardware XD and I use all these "XD"s to avoid crying about this...XD
    Edited by SkaiFaith on June 26, 2026 1:47PM
    "..........Anyway, here's how
    to tell if your RPG
    sign is cheap" - Tony(?)
  • Haenk
    Haenk
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    SkaiFaith wrote: »
    [EDIT: btw, I also get the point "Gaming Industry is collapsing" - yep, we don't even know if videogames will still exist in 5-10 years from now going on like this XD half of us could be in a position where we won't be able to even possess the required hardware XD and I use all these "XD"s to avoid crying about this...XD

    That would be the last of my worries. Historically, gaming on computers goes back a loooooong time. Certainly a thing in the 60s, common since the 70s. Maybe even back in the 50s (though computing time was expensive and the access to a computer was limited to only a few people).
    So I can't see how computer games will be dead soon.
  • LadyGP
    LadyGP
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    Luneca wrote: »
    LadyGP wrote: »
    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    Why would you be surprised? ZoS has done a 180 on their communication and been very transparent about things.

    I'm still hopeful of an engine upgrade coming with crossplay - yes there has been literally 0 things said that would hint this - again just copium for this gamme being the 30 year game they want. I just don't see how this game lasts with its engine for like... 37 years.

    Maybe all these things you're asking would be coming with an engine upgrade.. that maybe they aren't ready to talk about "yet"?

    Because the effort to implement it doesn't seem like it will ever be expended. Right now the game crashes every time I close it, it jerks terribly, audio sounds robotic, etc. -- obviously a problem with how the game is handling threading and memory.

    If ZOS won't even comment on fixing that, I don't really have faith for them to comment on updating the game in the manner described.

    Who is the graphics engineer at ZOS right now anyway? The last guy I knew that handled it does not seem to be on the game anymore and has moved elsewhere.

    It's unlikely we will get any response at all considering that.

    Again, in their defense.. the amount of things that are on the consumers side that can have an impact in all those issues you described is near infinite. Drivers, hardware configurations, software, add ons, multiple windows, things running in the background, its 100% unrealistic to expect them to comment on every single persons instance of "my game crashed".
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • reazea
    reazea
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    We've been waiting for them to follow through on their repeated promise to fix performance in Cyrodiil almost as long.
  • NoticeMeArkay
    NoticeMeArkay
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    I really don't want to see the demand for upgraded graphics being pushed while we all get to watch hardware upgrades become barely affordable for quite a lot of people.
  • StihlReign
    StihlReign
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    Toriga wrote: »
    Hi everyone, and hopefully, hi to the ZOS Dev/Community team.

    I’m writing this because, as a community, we love this game, but entering 2026 makes it impossible to ignore some massive technical promises that have been completely swept under the rug over the years.

    While the art direction of The Elder Scrolls Online remains stellar, the technical foundation is severely showing its age, and we are still waiting for crucial updates that were either promised or are standard industry practice today.

    The Lost DirectX 12 Update (And why it leaves AMD/Console users behind)

    Back around 2016, ZOS explicitly stated they were working on a DirectX 12 upgrade. Years later, we are still running on an aging DX11 backend. This isn't just about CPU multithreading and Cyrodiil performance anymore; it's about modern feature support.

    Because ESO is stuck on DX11, it cannot natively support modern upscaling technologies like AMD FSR 2, 3, or the current FSR 4. Instead, the game is still stuck with the obsolete FSR 1.0, which blurs and ruins image quality on non-Nvidia hardware.

    While Nvidia users got DLSS, anyone on an AMD GPU, Steam Deck, or current-gen console is forced to use an upscaling tech from generations ago just because the engine won't move past DX11.

    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    The Missing 4K/HD Texture Pack (Requested Since Launch)

    The contrast in ESO right now is jarring. While the assets in recent DLCs look incredible, the vast majority of the base game (which dates back to 2014) is stuck in blurry, low-resolution textures.

    Many textures in zones like Auridon, Glenumbra, or Stonefalls look like 720p/1080p stretch-outs.

    On modern 1440p and 4K monitors, this completely breaks immersion.

    A 12-Year-Old Request: The community has been asking for an optional high-resolution texture pack since the game launched. Let's not forget that 4K technology became commercially available around 2013. ESO effectively launched with an already dated texture baseline, and we are still forced to look at it over a decade later.

    The Solution is standard: Many MMOs and older RPGs offer an Optional 4K/HD Texture Pack download for PC and current-gen consoles, so players with older hardware aren't affected by file sizes.

    Why this matters in 2026

    Using modern technical tools (like neural network texture upscaling, e.g., ESRGAN, which has been standard industry practice for asset restoration long before the recent generative AI hype), remastering these old assets would require minimal effort compared to manual re-authoring.

    We aren't asking for a complete engine overhaul from scratch. We are asking ZOS to bridge the gap between 2014 graphics and 2026 standards. We shouldn't settle for blurry rock and armor textures in a major, highly profitable MMORPG.


    A Call to the Community & ZOS

    If you want to see ESO thrive and look like a modern game, please keep this thread alive.

    ZOS, please give us an update: Is a texture refresh or a modern API update (DX12/Vulkan) anywhere on the long-term roadmap, or has the base game been permanently left behind?

    Can't wait to read the response from the devs. This is long overdue.
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • zaria
    zaria
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    I imagine the Microsoft on top of its mountain of gold like Smaug from the Hobbit, ''I will not part with a single coin''.
    This ones agree
    ik2K9JK.jpeg

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
    zaria
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    Aliniel wrote: »
    Don't forget that the game was in development for like 7 years. So, many aspects of the game are older than 2014. But yeah, textures in ESO are something to be ashamed of. I understand going back and reworking everything would take too much time. But at the very least new stuff should come in (optional) higher textures.

    I wouldn't be surprised we're still being blocked by outdated consoles (Xbox One and PS 4) which they refuse to let go.
    This was very obvious during launch, why is Altmer furniture so much worse than Redguard?
    Because the Altmer was early and they did not want to go so expensive, lots of stuff looks worse than Oblivion.
    But its also why the AD has an very good quest line.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • tsaescishoeshiner
    tsaescishoeshiner
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    I don't play in 4K, so making the downlod for it optional would be amazing. I had to move ESO off my SSD to a hard drive because the file size is so huge. I don't know how much of it is the 4K textures that I can't use, but other games that make it optional save a huge amount of space.
    PC-NA
    in-game: @tsaescishoeshiner
  • Luneca
    Luneca
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    LadyGP wrote: »
    Luneca wrote: »
    LadyGP wrote: »
    Luneca wrote: »
    Asking the heavy hitting questions. I'd be surprised if ZOS actually commented on this at all.

    Why would you be surprised? ZoS has done a 180 on their communication and been very transparent about things.

    I'm still hopeful of an engine upgrade coming with crossplay - yes there has been literally 0 things said that would hint this - again just copium for this gamme being the 30 year game they want. I just don't see how this game lasts with its engine for like... 37 years.

    Maybe all these things you're asking would be coming with an engine upgrade.. that maybe they aren't ready to talk about "yet"?

    Because the effort to implement it doesn't seem like it will ever be expended. Right now the game crashes every time I close it, it jerks terribly, audio sounds robotic, etc. -- obviously a problem with how the game is handling threading and memory.

    If ZOS won't even comment on fixing that, I don't really have faith for them to comment on updating the game in the manner described.

    Who is the graphics engineer at ZOS right now anyway? The last guy I knew that handled it does not seem to be on the game anymore and has moved elsewhere.

    It's unlikely we will get any response at all considering that.

    Again, in their defense.. the amount of things that are on the consumers side that can have an impact in all those issues you described is near infinite. Drivers, hardware configurations, software, add ons, multiple windows, things running in the background, its 100% unrealistic to expect them to comment on every single persons instance of "my game crashed".

    It is realistic when the game consistently behaves that way, Independent of hardware and the problem isn't just me. The game's performance dropped after the last patch. And really, for what little it offered, they could revert it for all I care if they cannot track down what they did that caused it.

    Here's only ONE example of the complaints:

    https://forums.elderscrollsonline.com/en/discussion/692864/is-it-me-or-is-the-lag-real#latest

    I'm sure you can find people complaining about the performance in-game considering it's not an isolated issue. Something changed with the last patch and it wasn't good. Expecting them to fix or even have an accounting of the changes they've made that led to the issue isn't unrealistic; it's basic practice in the industry.

    And as you have seen there, they haven't commented and probably won't. Guess the client will stay a jerky mess.
  • Toriga
    Toriga
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    And the most frustrating part, on top of an already terrible situation, is that this makes the whole thing even more unbearable. If only they’d decided to unlock the textures, something we've been asking for ages.
    I mean, I could put together a 4K texture pack in a single week, and so could countless other modders. Just look at what we managed to do with Skyrim, Oblivion, and games like that.
    Toriga
    Senior Software Developer
  • Gabriel_H
    Gabriel_H
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    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Toriga
    Toriga
    ✭✭✭
    Gabriel_H wrote: »
    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.

    Honestly, this is a massive mix of technical buzzwords and forum myths that completely misses how modern game engines, APIs, and hardware actually work.
    Let’s break down these flaws, especially considering the game is now over 10 years old.

    1. The 20+ GB VRAM Myth
    Saying that introducing 4K textures would require "20+ GB of VRAM" is factually absurd.
    There are countless modern games (and heavy graphical mods for older games like Skyrim or Fallout 4) that utilize 4K texture packs flawlessly on 8GB, 12GB, or 16GB GPUs.
    Modern engines use texture streaming, the game doesn't load every single 4K asset of the entire continent into the memory at once, only what’s in your immediate view.

    2. Confusing Textures with Upscaling (DLSS/FSR)
    You are completely mixing up two different concepts. 4K textures impact VRAM capacity, not GPU rendering compute power. Upscaling tech (like DLSS or FSR) does the exact opposite: it renders the game at a lower internal resolution (like 1080p) and scales it up to save performance.
    You don't "need DX12 upscaling to handle 4K textures". DX11 can handle high-res textures perfectly fine if the VRAM is there.

    3. The "Engine Overhaul" Excuse
    While migrating an API is definitely work, saying it requires "rewriting the engine from scratch" is a massive exaggeration. Look at World of Warcraft (an MMO much older than ESO): Blizzard successfully implemented DX12 and Ray Tracing into their ancient engine without "rewriting it from scratch". It requires investment, shader compilation optimization, and dev time, yes, but it is a pipeline upgrade, not a total engine rewrite.

    4. CPU Bottlenecks and 10 Years of Technical Debt
    You claim modern CPUs don't suffer from bottlenecks in ESO. That's entirely false. ESO runs on a decade-old engine that is heavily reliant on single-core CPU performance. Go to a crowded city or Cyrodiil during peak hours: your GPU will sit idle while a single thread of your CPU screams for mercy.
    This is exactly where a proper DX12 or Vulkan implementation excels, because it distributes the driver overhead across multiple CPU cores, stabilizing those awful FPS drops and stutters in heavy combat.

    The Real Reason for me
    Let’s stop making up fake technical barriers to defend a multi-million dollar studio.
    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".

    It's purely maybe a financial and business decision. They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.
    They choose not to spend the budget on optional PC graphical updates when they can spend it on the next paid Chapter.
    It's about ROI (Return on Investment), not technical impossibility.
    After 10 years, asking for modernized assets is a completely reasonable request from the community.


    And i conclude in 10 years a little IT can create a entire operating system from nothing for your information.
    Toriga
    Senior Software Developer
  • Gabriel_H
    Gabriel_H
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    ✭✭✭
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.

    Honestly, this is a massive mix of technical buzzwords and forum myths that completely misses how modern game engines, APIs, and hardware actually work.
    Let’s break down these flaws, especially considering the game is now over 10 years old.

    1. The 20+ GB VRAM Myth
    Saying that introducing 4K textures would require "20+ GB of VRAM" is factually absurd.
    There are countless modern games (and heavy graphical mods for older games like Skyrim or Fallout 4) that utilize 4K texture packs flawlessly on 8GB, 12GB, or 16GB GPUs.
    Modern engines use texture streaming, the game doesn't load every single 4K asset of the entire continent into the memory at once, only what’s in your immediate view.

    2. Confusing Textures with Upscaling (DLSS/FSR)
    You are completely mixing up two different concepts. 4K textures impact VRAM capacity, not GPU rendering compute power. Upscaling tech (like DLSS or FSR) does the exact opposite: it renders the game at a lower internal resolution (like 1080p) and scales it up to save performance.
    You don't "need DX12 upscaling to handle 4K textures". DX11 can handle high-res textures perfectly fine if the VRAM is there.

    3. The "Engine Overhaul" Excuse
    While migrating an API is definitely work, saying it requires "rewriting the engine from scratch" is a massive exaggeration. Look at World of Warcraft (an MMO much older than ESO): Blizzard successfully implemented DX12 and Ray Tracing into their ancient engine without "rewriting it from scratch". It requires investment, shader compilation optimization, and dev time, yes, but it is a pipeline upgrade, not a total engine rewrite.

    4. CPU Bottlenecks and 10 Years of Technical Debt
    You claim modern CPUs don't suffer from bottlenecks in ESO. That's entirely false. ESO runs on a decade-old engine that is heavily reliant on single-core CPU performance. Go to a crowded city or Cyrodiil during peak hours: your GPU will sit idle while a single thread of your CPU screams for mercy.
    This is exactly where a proper DX12 or Vulkan implementation excels, because it distributes the driver overhead across multiple CPU cores, stabilizing those awful FPS drops and stutters in heavy combat.

    The Real Reason for me
    Let’s stop making up fake technical barriers to defend a multi-million dollar studio.
    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".

    It's purely maybe a financial and business decision. They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.
    They choose not to spend the budget on optional PC graphical updates when they can spend it on the next paid Chapter.
    It's about ROI (Return on Investment), not technical impossibility.
    After 10 years, asking for modernized assets is a completely reasonable request from the community.


    And i conclude in 10 years a little IT can create a entire operating system from nothing for your information.

    1. The "view" is massive comprising literally hundreds of textures. To run at 4k resolution with a 4k texture pack would require an absolute truckload of VRAM to run a stable FPS on high settings. Skyrim, which you give as an example, needs at least 16GB of VRAM to run smoothly and have stable fps on high settings. Skyrim has limited 3rd person view, it's a lot smaller than ESOs.

    2. I'm mixing up nothing. I didn't say DX11 couldn't upscale, I said it was limited in what scaling it could use. DX12 is designed to work with the latest upscalers.

    3. They would have to go through all of the relevant code, and write their own shader compilation (which then requires maintenance). It's not a simple pipeline change. It's an absolute heap of recoding the engine. Oh as you mentioned WoW, guess which famous MMO uses FSR 1.0?!

    4. Me stood in a house vs me stood in a city. Hardly a "bottleneck". You'd also see my GPU isn't sitting idle in the city, but it is in the house.

    ace5zr2kk1yq.png
    jpvllbtx3xc1.png

    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".
    They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.

    You get those statements are at odds with each other, right?!

    And again: That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Toriga
    Toriga
    ✭✭✭
    Gabriel_H wrote: »
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.

    Honestly, this is a massive mix of technical buzzwords and forum myths that completely misses how modern game engines, APIs, and hardware actually work.
    Let’s break down these flaws, especially considering the game is now over 10 years old.

    1. The 20+ GB VRAM Myth
    Saying that introducing 4K textures would require "20+ GB of VRAM" is factually absurd.
    There are countless modern games (and heavy graphical mods for older games like Skyrim or Fallout 4) that utilize 4K texture packs flawlessly on 8GB, 12GB, or 16GB GPUs.
    Modern engines use texture streaming, the game doesn't load every single 4K asset of the entire continent into the memory at once, only what’s in your immediate view.

    2. Confusing Textures with Upscaling (DLSS/FSR)
    You are completely mixing up two different concepts. 4K textures impact VRAM capacity, not GPU rendering compute power. Upscaling tech (like DLSS or FSR) does the exact opposite: it renders the game at a lower internal resolution (like 1080p) and scales it up to save performance.
    You don't "need DX12 upscaling to handle 4K textures". DX11 can handle high-res textures perfectly fine if the VRAM is there.

    3. The "Engine Overhaul" Excuse
    While migrating an API is definitely work, saying it requires "rewriting the engine from scratch" is a massive exaggeration. Look at World of Warcraft (an MMO much older than ESO): Blizzard successfully implemented DX12 and Ray Tracing into their ancient engine without "rewriting it from scratch". It requires investment, shader compilation optimization, and dev time, yes, but it is a pipeline upgrade, not a total engine rewrite.

    4. CPU Bottlenecks and 10 Years of Technical Debt
    You claim modern CPUs don't suffer from bottlenecks in ESO. That's entirely false. ESO runs on a decade-old engine that is heavily reliant on single-core CPU performance. Go to a crowded city or Cyrodiil during peak hours: your GPU will sit idle while a single thread of your CPU screams for mercy.
    This is exactly where a proper DX12 or Vulkan implementation excels, because it distributes the driver overhead across multiple CPU cores, stabilizing those awful FPS drops and stutters in heavy combat.

    The Real Reason for me
    Let’s stop making up fake technical barriers to defend a multi-million dollar studio.
    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".

    It's purely maybe a financial and business decision. They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.
    They choose not to spend the budget on optional PC graphical updates when they can spend it on the next paid Chapter.
    It's about ROI (Return on Investment), not technical impossibility.
    After 10 years, asking for modernized assets is a completely reasonable request from the community.


    And i conclude in 10 years a little IT can create a entire operating system from nothing for your information.

    1. The "view" is massive comprising literally hundreds of textures. To run at 4k resolution with a 4k texture pack would require an absolute truckload of VRAM to run a stable FPS on high settings. Skyrim, which you give as an example, needs at least 16GB of VRAM to run smoothly and have stable fps on high settings. Skyrim has limited 3rd person view, it's a lot smaller than ESOs.

    2. I'm mixing up nothing. I didn't say DX11 couldn't upscale, I said it was limited in what scaling it could use. DX12 is designed to work with the latest upscalers.

    3. They would have to go through all of the relevant code, and write their own shader compilation (which then requires maintenance). It's not a simple pipeline change. It's an absolute heap of recoding the engine. Oh as you mentioned WoW, guess which famous MMO uses FSR 1.0?!

    4. Me stood in a house vs me stood in a city. Hardly a "bottleneck". You'd also see my GPU isn't sitting idle in the city, but it is in the house.

    ace5zr2kk1yq.png
    jpvllbtx3xc1.png

    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".
    They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.

    You get those statements are at odds with each other, right?!

    And again: That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years.

    Gabriel, you are continuously proving that you don’t understand the absolute basics of how 3D graphics engines handle assets, memory, and hardware workloads. Honestly, I have no intention of giving you a computer science lecture every time you reply, so you can stop grasping at straws and talking absolute nonsense.

    Let’s dismantle your points one last time, because your own arguments and data completely betray you

    1. The VRAM, Skyrim, and Camera Distance Myth
    Your claim about Skyrim needing "16GB of VRAM" for 4K textures is completely fabricated. 4K resolution has been mainstream since 2013, and games have been releasing with high-resolution texture packs for well over a decade, long before graphics cards with 16GB of VRAM even existed.

    More importantly, your argument about "massive views comprising hundreds of textures" proves you don’t know what Mipmapping or LOD (Level of Detail) streaming is. An engine never renders full 4K textures for buildings, trees, or mountains in the far distance. The engine automatically swaps them out for tiny, heavily downscaled versions. Camera distance doesn't exponentially multiply VRAM because 95% of what you see on your horizon uses a microscopic memory footprint.

    Vanilla Skyrim with official high-res textures doesn't even cross 6GB, is enough for you?
    https://store.steampowered.com/app/202485/Skyrim_High_Resolution_Texture_Pack_Free_DLC/

    Even heavily modded 4K setups run perfectly on 10-12GB cards.

    2. The Upscaling and DX11 Confusion
    You are still confusing asset resolution with render resolution. 4K textures increase VRAM capacity usage; they do not increase the mathematical shading workload of the GPU core. You don’t need an upscaler to run 4K textures if your card has the memory for it.
    Furthermore, FSR 2 and FSR 3 run flawlessly on DX11 via standard compute shaders.
    DX12 is absolutely not a requirement for modern spatial or temporal upscaling.

    3. The WoW Example Backfired Completely
    Bringing up World of Warcraft completely destroys your own argument. WoW implemented a highly optimized, native DX12 multi-threaded backend years ago. The fact that they still offer FSR 1.0 as a legacy menu option for players on ancient machines flags the reality of modern development: a studio can modernize their engine with a new API while keeping legacy fallbacks for older hardware. It is a business choice, not an engine rewrite impossibility.

    4. Your Own Data Proves the Bottleneck
    Look closely at your own screenshot. Your GPU Utilization is at 1% (and only 62% in the other).
    Having 1% GPU utilization while getting 71 FPS is the textbook definition of a single-core CPU bottleneck. If your GPU isn't hitting 95–100% utilization, it means it is sitting idle, completely asleep, waiting for your CPU to feed it instructions.
    Because ESO's DX11 engine shoves almost all player data, network packets, and draw calls through a single CPU core, that core maxes out and chokes your hardware.
    DX12 addresses this exact issue by parallelizing those draw calls across multiple CPU cores to stabilize frames.

    5. There is No Contradiction
    There is zero contradiction in my statement; you simply chose to misunderstand it.
    The technology is there: ZOS is fully capable of writing a modern API render pipeline for the PC client while leaving the old DX11 pipeline intact for older hardware. Countless cross-platform games do this.
    They choose not to: It is a corporate, financial decision. They do not want to allocate development budget to PC-specific graphical overhauls when they can spend those resources making the next paid Chapter. It’s an issue of Return on Investment (ROI), not a technical paradox.

    6. It is Optional for a Reason
    If someone wants to download an optional high-resolution texture pack, it means they have the hardware capability to run it. That's exactly what the word optional means. It doesn't force players with older PCs or legacy consoles to upgrade anything; it just stops holding back those who actually have modern rigs.

    Stop playing the classic fanboy with horse blinders on, inventing fake technical limitations to defend a multi-million dollar studio's budgeting decisions. ZOS doesn't update the engine because it's not financially profitable for them, and the community didn't complain enough to have it, not because the technology is an "impossible heap of recoding.

    I'm done here. Enjoy your low texture quality and your 1% GPU utilization.
    Toriga
    Senior Software Developer
  • Gabriel_H
    Gabriel_H
    ✭✭✭✭✭
    ✭✭✭
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.

    Honestly, this is a massive mix of technical buzzwords and forum myths that completely misses how modern game engines, APIs, and hardware actually work.
    Let’s break down these flaws, especially considering the game is now over 10 years old.

    1. The 20+ GB VRAM Myth
    Saying that introducing 4K textures would require "20+ GB of VRAM" is factually absurd.
    There are countless modern games (and heavy graphical mods for older games like Skyrim or Fallout 4) that utilize 4K texture packs flawlessly on 8GB, 12GB, or 16GB GPUs.
    Modern engines use texture streaming, the game doesn't load every single 4K asset of the entire continent into the memory at once, only what’s in your immediate view.

    2. Confusing Textures with Upscaling (DLSS/FSR)
    You are completely mixing up two different concepts. 4K textures impact VRAM capacity, not GPU rendering compute power. Upscaling tech (like DLSS or FSR) does the exact opposite: it renders the game at a lower internal resolution (like 1080p) and scales it up to save performance.
    You don't "need DX12 upscaling to handle 4K textures". DX11 can handle high-res textures perfectly fine if the VRAM is there.

    3. The "Engine Overhaul" Excuse
    While migrating an API is definitely work, saying it requires "rewriting the engine from scratch" is a massive exaggeration. Look at World of Warcraft (an MMO much older than ESO): Blizzard successfully implemented DX12 and Ray Tracing into their ancient engine without "rewriting it from scratch". It requires investment, shader compilation optimization, and dev time, yes, but it is a pipeline upgrade, not a total engine rewrite.

    4. CPU Bottlenecks and 10 Years of Technical Debt
    You claim modern CPUs don't suffer from bottlenecks in ESO. That's entirely false. ESO runs on a decade-old engine that is heavily reliant on single-core CPU performance. Go to a crowded city or Cyrodiil during peak hours: your GPU will sit idle while a single thread of your CPU screams for mercy.
    This is exactly where a proper DX12 or Vulkan implementation excels, because it distributes the driver overhead across multiple CPU cores, stabilizing those awful FPS drops and stutters in heavy combat.

    The Real Reason for me
    Let’s stop making up fake technical barriers to defend a multi-million dollar studio.
    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".

    It's purely maybe a financial and business decision. They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.
    They choose not to spend the budget on optional PC graphical updates when they can spend it on the next paid Chapter.
    It's about ROI (Return on Investment), not technical impossibility.
    After 10 years, asking for modernized assets is a completely reasonable request from the community.


    And i conclude in 10 years a little IT can create a entire operating system from nothing for your information.

    1. The "view" is massive comprising literally hundreds of textures. To run at 4k resolution with a 4k texture pack would require an absolute truckload of VRAM to run a stable FPS on high settings. Skyrim, which you give as an example, needs at least 16GB of VRAM to run smoothly and have stable fps on high settings. Skyrim has limited 3rd person view, it's a lot smaller than ESOs.

    2. I'm mixing up nothing. I didn't say DX11 couldn't upscale, I said it was limited in what scaling it could use. DX12 is designed to work with the latest upscalers.

    3. They would have to go through all of the relevant code, and write their own shader compilation (which then requires maintenance). It's not a simple pipeline change. It's an absolute heap of recoding the engine. Oh as you mentioned WoW, guess which famous MMO uses FSR 1.0?!

    4. Me stood in a house vs me stood in a city. Hardly a "bottleneck". You'd also see my GPU isn't sitting idle in the city, but it is in the house.

    ace5zr2kk1yq.png
    jpvllbtx3xc1.png

    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".
    They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.

    You get those statements are at odds with each other, right?!

    And again: That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years.

    Gabriel, you are continuously proving that you don’t understand the absolute basics of how 3D graphics engines handle assets, memory, and hardware workloads. Honestly, I have no intention of giving you a computer science lecture every time you reply, so you can stop grasping at straws and talking absolute nonsense.

    Let’s dismantle your points one last time, because your own arguments and data completely betray you

    1. The VRAM, Skyrim, and Camera Distance Myth
    Your claim about Skyrim needing "16GB of VRAM" for 4K textures is completely fabricated. 4K resolution has been mainstream since 2013, and games have been releasing with high-resolution texture packs for well over a decade, long before graphics cards with 16GB of VRAM even existed.

    More importantly, your argument about "massive views comprising hundreds of textures" proves you don’t know what Mipmapping or LOD (Level of Detail) streaming is. An engine never renders full 4K textures for buildings, trees, or mountains in the far distance. The engine automatically swaps them out for tiny, heavily downscaled versions. Camera distance doesn't exponentially multiply VRAM because 95% of what you see on your horizon uses a microscopic memory footprint.

    Vanilla Skyrim with official high-res textures doesn't even cross 6GB, is enough for you?
    https://store.steampowered.com/app/202485/Skyrim_High_Resolution_Texture_Pack_Free_DLC/

    Even heavily modded 4K setups run perfectly on 10-12GB cards.

    2. The Upscaling and DX11 Confusion
    You are still confusing asset resolution with render resolution. 4K textures increase VRAM capacity usage; they do not increase the mathematical shading workload of the GPU core. You don’t need an upscaler to run 4K textures if your card has the memory for it.
    Furthermore, FSR 2 and FSR 3 run flawlessly on DX11 via standard compute shaders.
    DX12 is absolutely not a requirement for modern spatial or temporal upscaling.

    3. The WoW Example Backfired Completely
    Bringing up World of Warcraft completely destroys your own argument. WoW implemented a highly optimized, native DX12 multi-threaded backend years ago. The fact that they still offer FSR 1.0 as a legacy menu option for players on ancient machines flags the reality of modern development: a studio can modernize their engine with a new API while keeping legacy fallbacks for older hardware. It is a business choice, not an engine rewrite impossibility.

    4. Your Own Data Proves the Bottleneck
    Look closely at your own screenshot. Your GPU Utilization is at 1% (and only 62% in the other).
    Having 1% GPU utilization while getting 71 FPS is the textbook definition of a single-core CPU bottleneck. If your GPU isn't hitting 95–100% utilization, it means it is sitting idle, completely asleep, waiting for your CPU to feed it instructions.
    Because ESO's DX11 engine shoves almost all player data, network packets, and draw calls through a single CPU core, that core maxes out and chokes your hardware.
    DX12 addresses this exact issue by parallelizing those draw calls across multiple CPU cores to stabilize frames.

    5. There is No Contradiction
    There is zero contradiction in my statement; you simply chose to misunderstand it.
    The technology is there: ZOS is fully capable of writing a modern API render pipeline for the PC client while leaving the old DX11 pipeline intact for older hardware. Countless cross-platform games do this.
    They choose not to: It is a corporate, financial decision. They do not want to allocate development budget to PC-specific graphical overhauls when they can spend those resources making the next paid Chapter. It’s an issue of Return on Investment (ROI), not a technical paradox.

    6. It is Optional for a Reason
    If someone wants to download an optional high-resolution texture pack, it means they have the hardware capability to run it. That's exactly what the word optional means. It doesn't force players with older PCs or legacy consoles to upgrade anything; it just stops holding back those who actually have modern rigs.

    Stop playing the classic fanboy with horse blinders on, inventing fake technical limitations to defend a multi-million dollar studio's budgeting decisions. ZOS doesn't update the engine because it's not financially profitable for them, and the community didn't complain enough to have it, not because the technology is an "impossible heap of recoding.

    I'm done here. Enjoy your low texture quality and your 1% GPU utilization.

    I'll skip over all the misinformation and go straight to the main incorrect presumption: It's at 71 fps because that's where I cap it. If I were to uncap it, I'd be running at 120+ fps and the bottleneck would still hit the GPU before the CPU.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • Toriga
    Toriga
    ✭✭✭
    Gabriel_H wrote: »
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    Gabriel_H wrote: »
    Toriga wrote: »
    What happened to the DX12 migration? Why was a core engine update abandoned, leaving a huge chunk of the community with outdated performance tools?

    Somewhat of a flawed premise. DX12 is a newer API but is not necessarily superior to DX11, it depends entirely on what the overhead is and what you are trying to achieve.

    DX12 is better than DX11 when the CPU is bottlenecked. While ESO can be high CPU usage and bottleneck on older processors, more modern ones don't suffer that fate.

    DX11 also provides a higher maximum and more stable FPS than DX12. Where DX12 excels in comparison is the upscaling, but even there it isn't an absolute must, especially for AMD GPUs as games without newer versions of FSR can utilise AFMF on the driver level.

    So yes, the technology is dated, but at the same time the performance gain isn't that big, if at all, and may in fact cause a performance loss and additional stuttering especially in combat.

    And, not for nothing but you said "We aren't asking for a complete engine overhaul from scratch" but you in effect are, as implementing DX12 would require ZOS to write and optimise the shader compilation. That would require a big re-write on the engine.

    As for the textures, there are some truly terrible ones in game and they are in need of a severe overhaul. If they were to introduce 4k textures then they would have to migrate to DX12 to utilise the latest upscaling, or even people with modern systems would see a dramatic drop in FPS. That's a lot of development time, and given where the game stands with coming crossplay, and console hardware limitations, as well as the average age of player PCs, it will be little gain for a lot of effort.

    That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years. On a side note: Introducing 4k textures would also massively increase the VRAM requirements, and to cope with that players would likely need 20+ GB of VRAM.

    Honestly, this is a massive mix of technical buzzwords and forum myths that completely misses how modern game engines, APIs, and hardware actually work.
    Let’s break down these flaws, especially considering the game is now over 10 years old.

    1. The 20+ GB VRAM Myth
    Saying that introducing 4K textures would require "20+ GB of VRAM" is factually absurd.
    There are countless modern games (and heavy graphical mods for older games like Skyrim or Fallout 4) that utilize 4K texture packs flawlessly on 8GB, 12GB, or 16GB GPUs.
    Modern engines use texture streaming, the game doesn't load every single 4K asset of the entire continent into the memory at once, only what’s in your immediate view.

    2. Confusing Textures with Upscaling (DLSS/FSR)
    You are completely mixing up two different concepts. 4K textures impact VRAM capacity, not GPU rendering compute power. Upscaling tech (like DLSS or FSR) does the exact opposite: it renders the game at a lower internal resolution (like 1080p) and scales it up to save performance.
    You don't "need DX12 upscaling to handle 4K textures". DX11 can handle high-res textures perfectly fine if the VRAM is there.

    3. The "Engine Overhaul" Excuse
    While migrating an API is definitely work, saying it requires "rewriting the engine from scratch" is a massive exaggeration. Look at World of Warcraft (an MMO much older than ESO): Blizzard successfully implemented DX12 and Ray Tracing into their ancient engine without "rewriting it from scratch". It requires investment, shader compilation optimization, and dev time, yes, but it is a pipeline upgrade, not a total engine rewrite.

    4. CPU Bottlenecks and 10 Years of Technical Debt
    You claim modern CPUs don't suffer from bottlenecks in ESO. That's entirely false. ESO runs on a decade-old engine that is heavily reliant on single-core CPU performance. Go to a crowded city or Cyrodiil during peak hours: your GPU will sit idle while a single thread of your CPU screams for mercy.
    This is exactly where a proper DX12 or Vulkan implementation excels, because it distributes the driver overhead across multiple CPU cores, stabilizing those awful FPS drops and stutters in heavy combat.

    The Real Reason for me
    Let’s stop making up fake technical barriers to defend a multi-million dollar studio.
    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".

    It's purely maybe a financial and business decision. They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.
    They choose not to spend the budget on optional PC graphical updates when they can spend it on the next paid Chapter.
    It's about ROI (Return on Investment), not technical impossibility.
    After 10 years, asking for modernized assets is a completely reasonable request from the community.


    And i conclude in 10 years a little IT can create a entire operating system from nothing for your information.

    1. The "view" is massive comprising literally hundreds of textures. To run at 4k resolution with a 4k texture pack would require an absolute truckload of VRAM to run a stable FPS on high settings. Skyrim, which you give as an example, needs at least 16GB of VRAM to run smoothly and have stable fps on high settings. Skyrim has limited 3rd person view, it's a lot smaller than ESOs.

    2. I'm mixing up nothing. I didn't say DX11 couldn't upscale, I said it was limited in what scaling it could use. DX12 is designed to work with the latest upscalers.

    3. They would have to go through all of the relevant code, and write their own shader compilation (which then requires maintenance). It's not a simple pipeline change. It's an absolute heap of recoding the engine. Oh as you mentioned WoW, guess which famous MMO uses FSR 1.0?!

    4. Me stood in a house vs me stood in a city. Hardly a "bottleneck". You'd also see my GPU isn't sitting idle in the city, but it is in the house.

    ace5zr2kk1yq.png
    jpvllbtx3xc1.png

    The reason ZOS hasn't given us a 4K texture pack or a modern API option isn't because "the tech isn't there" or "it requires 20GB VRAM".
    They still support old-gen consoles (PS4/Xbox One) and want the game to run on the lowest common denominator of player PCs.

    You get those statements are at odds with each other, right?!

    And again: That is not to say that they shouldn't be looking at this, but this will likely be over a matter of years.

    Gabriel, you are continuously proving that you don’t understand the absolute basics of how 3D graphics engines handle assets, memory, and hardware workloads. Honestly, I have no intention of giving you a computer science lecture every time you reply, so you can stop grasping at straws and talking absolute nonsense.

    Let’s dismantle your points one last time, because your own arguments and data completely betray you

    1. The VRAM, Skyrim, and Camera Distance Myth
    Your claim about Skyrim needing "16GB of VRAM" for 4K textures is completely fabricated. 4K resolution has been mainstream since 2013, and games have been releasing with high-resolution texture packs for well over a decade, long before graphics cards with 16GB of VRAM even existed.

    More importantly, your argument about "massive views comprising hundreds of textures" proves you don’t know what Mipmapping or LOD (Level of Detail) streaming is. An engine never renders full 4K textures for buildings, trees, or mountains in the far distance. The engine automatically swaps them out for tiny, heavily downscaled versions. Camera distance doesn't exponentially multiply VRAM because 95% of what you see on your horizon uses a microscopic memory footprint.

    Vanilla Skyrim with official high-res textures doesn't even cross 6GB, is enough for you?
    https://store.steampowered.com/app/202485/Skyrim_High_Resolution_Texture_Pack_Free_DLC/

    Even heavily modded 4K setups run perfectly on 10-12GB cards.

    2. The Upscaling and DX11 Confusion
    You are still confusing asset resolution with render resolution. 4K textures increase VRAM capacity usage; they do not increase the mathematical shading workload of the GPU core. You don’t need an upscaler to run 4K textures if your card has the memory for it.
    Furthermore, FSR 2 and FSR 3 run flawlessly on DX11 via standard compute shaders.
    DX12 is absolutely not a requirement for modern spatial or temporal upscaling.

    3. The WoW Example Backfired Completely
    Bringing up World of Warcraft completely destroys your own argument. WoW implemented a highly optimized, native DX12 multi-threaded backend years ago. The fact that they still offer FSR 1.0 as a legacy menu option for players on ancient machines flags the reality of modern development: a studio can modernize their engine with a new API while keeping legacy fallbacks for older hardware. It is a business choice, not an engine rewrite impossibility.

    4. Your Own Data Proves the Bottleneck
    Look closely at your own screenshot. Your GPU Utilization is at 1% (and only 62% in the other).
    Having 1% GPU utilization while getting 71 FPS is the textbook definition of a single-core CPU bottleneck. If your GPU isn't hitting 95–100% utilization, it means it is sitting idle, completely asleep, waiting for your CPU to feed it instructions.
    Because ESO's DX11 engine shoves almost all player data, network packets, and draw calls through a single CPU core, that core maxes out and chokes your hardware.
    DX12 addresses this exact issue by parallelizing those draw calls across multiple CPU cores to stabilize frames.

    5. There is No Contradiction
    There is zero contradiction in my statement; you simply chose to misunderstand it.
    The technology is there: ZOS is fully capable of writing a modern API render pipeline for the PC client while leaving the old DX11 pipeline intact for older hardware. Countless cross-platform games do this.
    They choose not to: It is a corporate, financial decision. They do not want to allocate development budget to PC-specific graphical overhauls when they can spend those resources making the next paid Chapter. It’s an issue of Return on Investment (ROI), not a technical paradox.

    6. It is Optional for a Reason
    If someone wants to download an optional high-resolution texture pack, it means they have the hardware capability to run it. That's exactly what the word optional means. It doesn't force players with older PCs or legacy consoles to upgrade anything; it just stops holding back those who actually have modern rigs.

    Stop playing the classic fanboy with horse blinders on, inventing fake technical limitations to defend a multi-million dollar studio's budgeting decisions. ZOS doesn't update the engine because it's not financially profitable for them, and the community didn't complain enough to have it, not because the technology is an "impossible heap of recoding.

    I'm done here. Enjoy your low texture quality and your 1% GPU utilization.

    I'll skip over all the misinformation and go straight to the main incorrect presumption: It's at 71 fps because that's where I cap it. If I were to uncap it, I'd be running at 120+ fps and the bottleneck would still hit the GPU before the CPU.


    Nothing you just said changes a single thing. You are still refusing to accept reality.
    Everything I've laid out is objective fact, and you can't keep insisting that 2+2=5.

    Maybe you haven't even read the whole thread, because I already stated in a previous post that they officially announced DX12 back in 2015, only for everything to disappear into total radio silence, like an ostrich burying its head in the sand.

    Go do some actual research instead of wasting my time, because this is literally my job, and frankly, I'm tired of replying to you just to correct every single piece of misinformation you write.
    Edited by Toriga on June 29, 2026 11:45AM
    Toriga
    Senior Software Developer
  • JimFord047
    JimFord047
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    I have to agree that DX12 was a looked forward to feature! not so much for Performance of the game, but more the integration into the OS. Since Windows (the majority used platform at the moment) IS BASED upon DX12 Ultimate, then the Windwos API's path the items like shaders / raytracing / etc nativley. this in turn takes pressure off of the system to "convert" either up or down.

    This would also allow the use of the Smart Delivery a lot more efficently , and in turn (assuming your using an NVME Drive) improve the performance overall.

    AMD FSR and Nvidia DLSS both Support from DX9 Onwards, the only difference is how much of thier API's are left tied to them. Companies make money selling cards with New Functions, not supprting the old ones, so obviously newer DX functions are emphasised!

    But argualbly your forgeting about Vulkan / Metal / OpenGL which are justifiable alternatives to DirectX12 , but given DX 12 has been out since 2015, and the majority of graphics cards have supported it since then, then simply for Hardware compatibilities and technologies it would be a help!

    I think we are all kind of suffering from a FOMO here (LMAO, new favourite saying), it has to be something that not only integrates but WORKS with the Base Engine. Adding a Function DLL that has to go through a convertion routine, would in most likleyhood actually damage the performance more than make it look pretty.

    Goiing over to say Unreal Engine, or Bethesdas Own Modern day Engines, would be even nicer, then the DX 12 / Textures could be built in, but I have seen TOOOO MANY failures of Texture packs, Fallout 4 with its HD pack comes to mind, massive download and the translation / Overlays had a horrific result on performance!!

    I would love to see it go forward, i agree that its past Due, BUT, givein the work they have been doing, I would left them continue and ytou night get what you want, either way... Your Still, here playing :wink:
  • Eldovar
    Eldovar
    ✭✭✭✭✭
    I think before upgrading the PC versions, we have to look at the real culprit here why high resolution textures, more fancy animations and other things are not happening yet: they have to cut PS4/XboxOne support.

    The last months have seen a clear shift finally toward dropping PS4/XboxOne support. The biggest confirmed cases are Call of Duty 2026, Genshin Impact’s future updates, The Finals, PUBG, MLB The Show and games like Fortnite are in limited feature mode. As soon as they drop this 13 old hardware, things might improve.

    They sure will have some competition from upcoming MMO's like Guild Wars 3 that are multiplatform and do use all the modern technologies when it comes to visuals. Then there will also be Elder Scrolls 6, while not an MMO, have a big impact on ESO if it lives up to be the next Skyrim.
    Edited by Eldovar on June 29, 2026 1:05PM
  • BetweenMidgets
    BetweenMidgets
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    I really don't want to see the demand for upgraded graphics being pushed while we all get to watch hardware upgrades become barely affordable for quite a lot of people.

    I do not disagree with OP, but my true thought was said well by @NoticeMeArkay .
    PC-NA
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