Deck13’s The Surge is powered by the Fledge Engine, will not support DX12 at launch

During a tech presentation, Michele Giacalone, Graphics Programmer at DECK13 Interactive, revealed that The Surge will be powered by the Fledge Engine. The Fledge Engine is an in-house engine that was created by Deck13. And while appears to support DX12 and Async Compute, the PC version – at launch – will only support DX11.

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It will be interesting to see whether Deck13 will release a DX12 patch for The Surge, and whether there will be any performance benefits. From the looks of it, Async Compute can be used in order to calculate Screen Space Reflections (a feature that The Surge will support).

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The Surge is currently planned for a 2017 release!

24 thoughts on “Deck13’s The Surge is powered by the Fledge Engine, will not support DX12 at launch”

          1. and yet they did not necessarily gain performance with async compute. worse the performance actually are less than DX11 counter part with a whole lot more stability issues to boot.

          2. Go look guru3d review of hitman. Then look at DX11 and DX12 numbers. Even radeon suffer from performance penalty in DX12.

          3. You cannot just cherrypick 1 benchmark from the lot.
            That could be engine issue, optimization issue, threading issue, driver issue.

            You need real hard facts to backup your heinous claim, something like an entire suite of benchmarks that backup your claim.

            I’m an Nvidia user myself (GTX690) and even I know that what you’re claiming is not true.

          4. That is the game that amd advertise as the best game that will show us the best case of asnyc compute usage. DX12 is not the magic many people hope for. If anything they probably end up making thing worse for pc gaming. they know going low level means they will need to tweak their games per architecture (it’s in their hand now) but they already said that they will stick with general optimization that will benefit most modern gpu instead of doing that because doing so will take too much of their time. Then look at the new warhammer. The game did not even run on GCN 1.0 hardware or kepler despite both hardware are compatible with DX12. So warhammer dev decided only to support much recent hardware from amd and nvidia?

          5. Well AMD cheery pick benchmarks all the time, see AoS and Hitman, they won’t do DX11 benchmarks on their new GPUs because it runs so bad. Why do you think they made a Warhammer DX12 benchmark of their own? DX11 makes their GPUs look really bad, AoS makes their GPUs look best case.

          6. Well that’s not an argument ,the API has to support the feature not the other way around. AMD implemented Async knowing that DX11 wasn’t going to support it, that’s AMD’s problem.

  1. This is what Lords of the Fallen also used. Even Arkham Knight or Saints row 2 could not make AMD cards cry that badly, the horrible fps of LOF is an achievement in-itself. And this is the same engine, if its going to run equally badly I am never going to give a damn about games made by these developers ever.

    1. What were you using in your rig? I recently built an AMD rig with an r9 380 and Lords of the Fallen ran a little over 60 fps on that system.

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