I just watched the following “tech demo” from Build 2015 for DirectX 12:
Where they mentioned that they are running a scene with 63 million polygons per scene (which sounds like crazy-much…)… the question is…
how will DirectX 12 affect the number of polygons “allowed” to be rendered smoothly in UE4 with an equivalent hardware set-up to the one at Build?
The reason for me asking is that for a few months ago I was involved in a project where we had a model created for rendering photo-realistic pictures for catalogues…
however… we wanted to use this model in the unreal engine and with the oculus rift… but at that time the polycount was abit to high for a smooth experience.
So just to repeat my self… how will DirectX 12 affect UE4s polycount? According to the Build event they mention that they managed to push the limit to six times as much then they manage to handle using DirectX 11…