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We don't have any confirmation of what date this is going to happen but below is a short timeline that I can provide on things that have been mentioned about the graphic improvements:
November 2020 - Because of a delay for Iberia and of course the start of Covid Pavel Sebor (SCS CEO) addressed the community in a blog post. In this blog he mentioned "Reaching the new stable point of version 1.40 will allow the art department to pursue their vision of a fully PBR-enabled pipeline in the future, so the visual quality should and will keep on improving further."
June 2021 - During the ETS2 DAF XG/XG+ release stream on Twitch from SCS Pavel mentioned that DX12 is being worked on.
December 2021 - During the Christmas stream which gives a general idea of what SCS is working on Pavel didn't mention DX12 specifically but what he did say can give us hope. He mentioned that there will be performance improvements along with fixing the anti aliasing.
December 2022 - Pavel confirmed that the DX12 engine upgrade has been in the works for 4 years. Pavel wanted to get this released in 2022 but the team was unable to accomplish this. He also mentioned about fixing the anti aliasing, game performance(probably referring to true multicore support), and more. Mentioned that this should be released sometime in 2023.
Hopefully the AA adjustments include TAA/TXAA.
DLSS 2.0/AMD FSR support could come but I am not counting on it. Though he did mention about a new way to render the game too. So anything is possible.
DX12 alone is not going to be a big game changer. What is going to be the game changer is what they can do if they invest the time with it. Right now one of the biggest hindrances is the game is single core. Multi core support is needed.
AA in the game is pretty bad. SSAO is a frame rate killer. SMAA and the small LOD circle is somewhat of a joke.
Majority of the hardware made in the last 5-7 years is already capable of DX12.
Remember that SCS Software is not a major game publisher. They are still a relatively small gaming studio and most employees are not in the game engine/coding area.
ETA: Post from Max on the SCS Forums that confirms the above: https://forum.scssoft.com/viewtopic.php?p=1737223#p1737223
He says:
#112 Post by Max » 31 Aug 2022 21:48
it has ben stated more times that we are working on graphic changes.
it is just hell lot of work. for the same reason no bigger visible changes happened in last updates/years. it would be waste of time to make it
You forgot that SCS for years upon years catered to players that were playing on obsolete and extremely outdated hardware. They lost players when the game was updated to DX11 in version 1.35. As people have updated they have gained players back, at least in ETS2.
Pavel even admitted "they do not want to leave anyone behind." or something along those lines during a stream.
You do realize that Unreal Engine is old too? Like 25 years old.
Source: https://en.wikipedia.org/wiki/Unreal_Engine
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game Unreal.
Here is the thing though is Prism3D was specifically created for the games that SCS makes. Modules can be removed and new ones added. We have already seen this with sound and the lighting. Game engines can be updated and upgraded over time, which is exactly what SCS is doing.
It will be very useful for users with old hardware. Although I have new hardware, 400% scale is not possible with 1080p. FSR makes this possible.
No it won't.
Even as nvidia and AMD market there stuff to get better performance on even older Hardware, the Main reason they made that is too boost Performance for stuff like rtx, as most of the newer cards would still not be able to handle that with decent settings/fps.
Even with my GPU a RX 6900XT i still drop to the 40/50s alot
I'm getting a steady 60fps, no fps drops or stuttering.
System:
Ryzen 5 4600
16gb ram
Gtx 1650
Game Settings
(Resolution %400 scale high settings 1600x900) FSR with 1920x1080
After all, it doesn't hurt anyone to have the FSR option in the game's settings.
The only reason to use FSR rather than native resolution is if your hardware can't keep up with your desired framerate. In that case, reduce 400% scale as needed to meet your performance goal. Only if you still can't get sufficient frames at native resolution & 100% scale should you consider enabling FSR.
I was able to achieve this fine balance with FSR.
Let me give you some ridiculous information: When I run this game with HDD, I can't get any efficiency, FPS drops constantly. The game works fine for me only with SSD.
You've set the game to render at 3200 x 1800 and then use FSR to downscale and apply their variant of temporal AA which blurs everything down to your native 1080p resolution.
Running at 300% scaling is likely rendering at 3840 x 1620 and using nVidia's Image Scaling (which is a decent Gaussian filter without temporal AA) to downscale to native 1080p. This will look better for almost exactly the same GPU workload. (You're rending 8% more pixels but avoiding the work to keep old frames to blur with the latest frame for FSR.)
I have a question for you: When VSYNC is turned off on a 120hz screen, for example, is there a fluency problem in a game running between 50fps and 80fps?
I didn't pay any attention when buying this laptop, if necessary, I can attach a compatible 120hz display to this laptop.
That is really surprising that a faster ssd can load stuff faster than a far slower hdd, and so has less impacted if stuff needs to be streamed from ingame......
This does not happen in every game, some games write the rendered part to Ram and then the GPU processes the data. This varies from game to game.
After using PlayStation for many years, everything started to feel ridiculous when I used a PC again :)