[–] 1 point 2 months ago

They still had a license for it and it was tech they knew and understood well. The EOL may have occurred in terms of sales, but Autodesk still supported the license and so it makes sense for a small studio taking a big risk on a new product to reuse what they can.

Have you thought about reaching out to them and offering to show them how it can be optimized? The number of SWE's out there that understand GPU architecture and game engine optimization for DX[11-12]/Vulkan are a select group so if you can lend any help here I'm sure they'd greatly appreciate your expertise.

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  • [–] 1 point 2 months ago (2 children)

    It’s not their rendering engine, they licensed Autodesk Stingray and rewriting it isn’t something that makes sense for the current game. As that would require reworking and retesting everything. That’s something they would do for HD3.

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  • [–] 13 points 2 months ago (6 children)

    I have several friends that work at AMD and NVIDIA in the graphics (hw and sw) groups. They’re all in a slow transition to other compute groups. Their comments are that once we got ray tracing there wasn’t much in terms of hardware optimization for them other than increasing memory bandwidth. Everything else comes down to software.

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