Author Topic: BRINK: Multi-core support and better scaling on the PC  (Read 4309 times)

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BRINK: Multi-core support and better scaling on the PC
« on: July 29, 2009, 01:58:37 PM »

PCGH: Does BRINK still support Windows XP? If yes: When do you think game development will be at a juncture where it's more viable to put all the effort into one rendering-path using only DirectX 11 (with downlevel-paths) and drop support for XP?

Arnout: Windows XP is still a very popular operating system so it doesn't make any sense for us to not support it. Being an OpenGL game it is arguably easier for us to still support this platform while making use of newer hardware features - all it needs is a new extension to be exposed by the driver and it can be used on any of the supported operating systems.

Rather than worrying too much about API transitions, we tend to focus on hardware capability transitions. For example, since geometry shaders are not available on all cards, we would have to split our rendering pipeline to support these down one branch. But since we only split for this newly developed hardware feature, the more standard resource management for textures, geometry data, etc does not have to be reworked at all.