For graphics, engine, performance and Gen 12, what does the immediate future look like? What have you got on your agenda for the next three to six months? No dates, just what are you working towards right now?
TL;DRNext up is finishing Gen 12, mainly transparent rendering, then Vulkan, with other graphics work on Squadron 42 features, jump points and water effects, and possibly DLSS/FSR-type approaches later.
Well, as I already pointed out at the beginning, we want to finish Gen 12. So there are a few more milestones we have to finish. The transparent rendering, that's the biggest one. And once that's done, I expect all the other things which are missing, which are more like a few compute passes, like Planet Atmosphere stuff and compute skinning and a few other things we've probably overlooked so far, to be finished. Then Gen 12 is done, and I'm really excited to see how much performance we can get from that. After that comes Vulkan, which is not lagging too far behind, because in general we're developing Gen 12 and Vulkan in parallel, and Vulkan is just lagging a little bit behind. So once Gen 12 is done, it shouldn't take us too long to get a first version of Vulkan working.
Anything you want to add to that, Ali, Jonas?
We've got these guys on Gen 12 on the engine team. We've got about half the graphics team on Gen 12 as well. The ones that aren't on that are working on a number of features. Mainly, there's a bit of a backlog for SQ42, the critical features we need for that. They'll obviously feed into the PU as well. There's very little that would be specific to Squadron; it's just who is the prime need for each feature. But there's a few features in the works for them. Some research for longer-term features like jump points, the graphical implementation of that. Things like improving the water effects are on the near-term goals as well, and unifying them. We have a planet ocean shader. We have a water volume shader. We have a river shader. These things all need work and love, and to be integrated with the VFX as well. In the transition of our engine over to all the improvements we've made with planets and stuff, we've lost splashes and dynamic waves and stuff like this. We need to reintroduce these types of technologies. But mainly we have half the team on Gen 12, and when that's done, they'll be on Vulkan until that is running buttery smooth. And even then, that team might then look at the DLSS/FSR type approaches, and only then will they join the rest of the team on the general graphics features.