Sniper Elite 4 will get DirectX 12 support
Rebellion has just announced that the PC version of Sniper Elite 4 will support Microsoft’s latest API, DirectX 12. According to the team, DX12 can take things even further for Rebellion’s fans who want the best sniper experience in the world.
Do note that Sniper Elite 4 will not be exclusive to DX12. The game will support both DirectX 11 and DirectX 12, so those that do not own a DX12 GPU will be able to enjoy it too. Rebellion did not reveal the differences between DX12 and DX11 though.
Sniper Elite 4, is set to launch worldwide on February 14, 2017 for PS4, Xbox One and PC. If you pre-order the game, you will gain exclusive access to the bonus mission Target: Führer
We're thrilled to announce that Sniper Elite 4 will support both the PlayStation®4 Pro as well as DirectX 12* on PC when it launches February 14th!
On the PlayStation®4 Pro we're excited to offer a number of technical improvements, including enhance frame rate, improved lighting, and faster loading times!
"We've worked really hard to make Sniper Elite 4 our biggest and best game ever. And now the power of PlayStation®4 Pro, and DirectX 12 on PC, means we can take things even further for our fans who want the best sniper experience in the world. We're turning everthing upto 12!" - Chris Kingsley, Rebellion CTO and Co-founder.
Here is a full list of features Sniper Elite 4 will include on the PlayStation®4 Pro:
- Enhanced frame rate
- Increased draw distances
- Increased geometry level of detail
- Improved lighting and shadows fidelity
- Increased image quality of reflections
- Faster loading times
*In addition to supporting DirectX 12, Sniper Elite 4 still supports DirectX 11.
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Read this post, it's quite enlightening on the reasons why the DX11 situation cannot go for long.
Great insight you posted there, much appreciated.
Sadly, if the problems have been of such a huge impact with broken game code that violates APIs and crappy shaders coming from game devs, I still don't think making them program dx12 now (and even mGPU) will improve things for anybody but m$ who doesn't have to hire programmer teams that much anymore. Bad dev programming, then handing them more and more important work, it's like asking for a second kick to the crown jewels.
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My gallery of 4K Screenshots @ maxed settings (Missions 1-6. There are 10 total).
http://www.pcmrace.com/2017/02/13/epic-shots-sniper-elite-4/
For those who want to know, the game is EXACTLY the same as Sniper Elite 3, just anothing setting.
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Figures, then again that's how it looked like from the first screenshots and videos so not too surprising though the X-Ray "kill" camera has been tweaked a bit further. (Probably for both vehicles and human targets.)
Hell the pre-order-for-Hitler mission bonus is still pretty much the same only with a different map and that's been there since V.2

Heh probably going to have a assortment of weapon DLC too with little to no difference to the default selection besides some camo differences and I guess for some reason or another the guns you'd expect to see in this setting might end up there too.
(The Kar98k was one of them for V.3 if I remember correctly.)
EDIT: There's probably some enhancements to the game itself too of course, V.3 added those longer-distance targets even if the main ones were set up specifically for such shots.
No idea about visuals or engine changes, DX12 is probably going to be mainly for performance although the upcoming RS2 / Creator update for Win10 should enable Shader Model 6.0 though as for what that will allow for and when games will actually use it that's still a unknown I guess.
(DirectX 11.x is still active too, 11.4 now with RS1 though I'm not sure if any games are using that or even 11.3 or 11.2 though Frostbite and a few other engines do support 11.1 at least.)
GPU driver differences between AMD and Nvidia also makes comparisons a bit more problematic, AMD far as I'm aware still has a bit of a CPU overhead issue with D3D11 and their OGL implementation is also a bit behind so it looks like they're seeing major gains in both Vulkan and D3D12 as a result though they have also focused more on these API's and their own earlier Mantle variant. (Compared to D3D11 and OGL4.x)
Probably going to be a while still before we see the full advantage of these low-level API's.
Unsure but I suppose Rebellion is still teaming up with AMD and that probably means AMD wants to have DX12 support for showcasing their GPU's whereas with Nvidia they might want to have Gameworks features implemented.
(Though there's probably more to it than just requests to add this or that feature.)
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Well, I have to eat my own words here, early reviews show that DX12 actually works (and by works I mean tangible performance gains, and not just and option that you enable but doesn't do anyhting), and it works for both AMD and Nvidia. Color me impressed, and in cases like these I dont mind being proven wrong. Kudos.
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Let's face it, it boils down to shooting Hitler's balls off, so what new offers DX12 in that regard?