Happy Friday! Per the public roadmap and monthly reports, Gen12 is inching ever closer. Some teams have apparently wrapped up T0 work and moved on to other things! It's been a long time coming (Mid-2019?) and we (potentially) might see it replace the legacy renderer in a public release this year. We know a lot of people have worked very hard to get to this point, and while I'm sure you're not ready to share performance numbers just yet I'd like to open the floor for some questions. Feel free to add your own and maybe the devs will have some time to answer! Please avoid "when" questions. I'll start us off: -What were some of the unexpected challenges you ran into with Gen12 in the design, prototyping, and finally implementation phases? -How much of Gen12 is a clean-sheet rewrite vs reuse of the legacy renderer? -Can you talk about the overall architecture you went with for Gen12, and how it differed from your legacy renderer? I recall many lines about "removing global state" and "locks" in past monthly reports. -Is the plan still to ship Gen12 with a DX11 "adaptor", or go directly to a Vulkan adaptor? -How is work progressing with Vulkan in general? Are you happy with the level of documentation? Have you found it's easier/harder to debug low level issues with Vulkan vs DX11? -I understand (from personal testing on 3Dmark) that Vulkan gives you 10-15x the draw call budget for the same CPU performance vs DX11. I understand that CIG has "budgets" given to artists/level designers. What's the plan post-Gen12/Vulkan? How do you intend to "spend" this extra budget? -Once "T0" Gen12 ships, assuming vulkan is included in that, what are your (non-binding) plans for future improvements? Some things worth considering IMO, with their ballpark performance gains from my own testing in 3DMark feature tests (assuming we're GPU limited again). 1) Variable Rate Shading (+10-15% FPS) 2) DLSS (+50-60% FPS at 4K) 3) Mesh shaders (500-800% improvement in geometry rendering performance) 4) Sampler Feedback (10-15% FPS improvement) 5) Direct Storage (no test data yet but should heavily reduce CPU when streaming, something that SC does a ton of) 6) Raytraced GI/Reflections (technically a performance hit, but you don't need to waste GPU on "real time light probes" and SSR anymore. Metro Exodus PC edition is a wonderful example of the kind of performance you can get with gamechanging visuals!) Thanks for your time! Edit: AAaaaaand CIG posted the citizencon schedule which includes a Gen12 panel... darn. Guess we'll have to wait :slightly_smiling_face: