My kingdom for DirectX 11

Published on Friday, September 7, 2012 By Brad Wardell In PC Gaming

Smarter developers than myself (Which would be most of them) have told me that there are “Tricks” to making DirectX 9 support multithreaded graphics.  Unfortunately, they’re beyond my capability.

DirectX 11, by contrast, natively supports a process spinning off a graphics related job into a thread (as opposed to it being in the same thread as the main message pump thread).

When I joined the Fallen Enchantress team as lead developer (the first time I’ve held that position in over a decade), my first task was to take our existing Elemental engine and make it multithreaded.  So everything – except graphics related tasks – gets spun off into a thread.

If you have the beta, you can load it up with the /cheat parameter. Have lots of players going, then bring up task manager and hit Ctrl-Z to watch the game play itself.  Every core on the machine will get used.

However, the graphics themselves, because it’s DirectX 9, remains in the main thread.