Assassin’s Creed: Unity is going to feature a new renderer architecture that will enable the game to perform well on multi-CPUs and in turn bring a performance boost across all platforms.
Speaking with DSO Gaming a couple of days ago, Ubisoft’s Pipeline Technical Director James Therien shared that the game’s engine has been improved to scale well across multiple cores.
Traditionally, on higher-end PCs, we would be graphic driver bound, negating the benefits of having more cores. On ACU we completely changed the renderer architecture to drastically reduce the number of draw-calls we make to the driver. You should see much more scalability on ACU.
When asked whether the studio is interested in a similar advantage being offered by AMD’s Mantle API, Therien said that they have been rewriting the game’s low-level renderer to function exactly like Mantle and bring performance boosts on all platforms.
As I said, we totally rewrote the low-level renderer for ACU. One of the reasons is to deal with the same types of issues that are solved with Mantle and DX12. We’re finding ways to push the hardware to its limits.
While the news is exciting, can we really believe anything Ubisoft says at this point?
We all have become accustomed to hearing the same PR lines every time Ubisoft is about to release a game. We heard it all when Assassin’s Creed IV: Black Flag was released with its buggy driver support and animosity for AMD hardware. That title was supposed to be the best PC port yet from the studio but fell short by a yard.
Ubisoft can redeem themselves to actually release a functional PC port this time, which behaves just like we are led to believe it will.