DirectX 12 and Vulkan are supposed to be the wave of the future for PC gaming- that's what we've been told. But while the two APIs continue to be engaged in a fierce battle for supremacy, uptake on them by most developers has been... slow, to put it bluntly.
At a recent visit of 11 bit studios, Wccftech got hands-on with Frostpunk 2 and spoke to the development team about it. Here's the exclusive Q&A.
Josh Sawyer is a name that has been familiar to RPG fans for decades. He's worked on Icewind Dale, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, Pillars of Eternity, and most recently Pentiment. How did he get into game development, how has his design philosophy changed over the years, and why did he decide to do Pentiment a little differently?
Those are some great games. Icewind Dale I & II are underrated.
If Larian made Icewind Dale III, I'd lose my mind.
What a fantastic, thorough interview.
TechRaptor writes, "After getting our hands on the Frostpunk 2 story, we got to sit down with Łukasz Juszczyk to talk about how the game evolved from the original."
Interesting
Remember when DX12 was supposed to be the Xbox One secret sauce?
Took them another console to get it working right.
The simple answer is because of multiplatform development. Easier to port on dx11.