This is from the German hardware site PCGH:
http://www.pcgameshardware.de/Rome-2...Infos-1025823/
- Unified program code for land and sea battles
- CA wants us to use the new unit cam. They want to achieve this by making the close-ups look really good in terms of animation
- Animation system calculated by the GPU, based on vertex texture fetch, the animation key frames are saved in a dynamic texture
- Additionally support for cinematic meshes where 4 bones can influence single vertices
- Improvements in DX10 texture arrays
- DX11 compute shader used to improve and accelerate HDR rendering, FFT (fast fourier transformation) ocean rendering
- DX11 tessellation used for higher geometry accuracy of terrain and water
- Rome 2 will be mainly dependent on the GPU
- CA will try to spread calculations over multiple cores/threads
- Scalability of the engine from low end to high end is important. CA is working more with LOD (level of detail) techniques
Nothing breathtakingly new, but I thought you might want to know![]()











