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Deck13 confirms that The Surge 2 will run using the Vulkan API on PC

The FLEDGE Engine now runs on Vulkan.

The Surge 2's PC System Requirements have been released alongside a new Story Trailer

Deck13 confirms that The Surge 2 will run using the Vulkan API on PC

Deck13, the developers of The Surge 2, has confirmed that the game will run on PC using the Vulkan API, while the Xbox One version will utilise DirectX 12. This shift to modern graphical APIs has enabled Deck13 to deliver larger outdoor levels and to add several new features to the game. 

The PC version of The Surge 2 will release within the next 24 hours and will feature high-resolution textures that are "perfectly fine for 4K resolutions", alongside new features like temporal antialiasing and unified volumetric lighting. 

The overhauled rendering subsystem of The Surge 2 has enabled the game to grow to accommodate larger levels and more content, with The Surge 2 offering PC gamers 4x as many side quests and a larger number of NPCs. 

The Surge 2 will release on September 24th on PC (through Steam), Xbox One and PlayStation 4, bringing with it larger, more open levels and an enhanced combat system. This will allow The Surge 2 to be a bigger, and hopefully better, game than the original. 


On PC, The Surge 2 will be 20GB in size and require a powerful system to run well. AMD's Radeon RX Vega 56 and Nvidia's GTX 980 Ti graphics cards are recommended by Deck 13. Thankfully the game is designed to scale down to run on lower-end GPUs like the Radeon R0 280 and GTX 950.    

The bulk of The Surge 2 takes place in Jericho city, where players must fight through the city in the aftermath of the launch of the Utopia Rocket and the release of the deFrag nanovirus. Players must fight through the city to uncover the truth behind the virus and to uncover their lost memories. The latest Story Trailer for the game is available to watch below. 

    Nano-cultists run rampant through the streets, harvesting everything they can from the environment for their mysterious ends. The government forces of A.I.D attempt to maintain a stranglehold on the city with violent means. All the while, Athena, a girl with whom you have a special connection, leads you through the streets to a destination unknown.

 


Below are The Surge 2's full PC system requirements. Strangely, the game Lists DirectX 11 as a requirement alongside Vulkan API compatibility. Deck 13 has confirmed that The Surge 2 runs using the Vulkan API. 

MINIMUM:

Requires a 64-bit processor and operating system
OS: Windows 7/8/10 (64-bit)
Processor: AMD FX-8320 (3.5 GHz) / Intel i5-4690K (3.5 GHz)
Memory: 8 GB RAM
Graphics: 2 GB, AMD Radeon R9 280 / NVIDIA GeForce GTX 950
DirectX: Version 11
Storage: 20 GB available space
Additional Notes: Requires a graphics card compatible with Vulkan, requires Internet connection for online features.

RECOMMENDED:

Requires a 64-bit processor and operating system
OS: Windows 7/8/10 (64-bit)
Processor: AMD FX-8370 (4.0 GHz) / Intel Core i7-3820 (3.6 GHz)
Memory: 16 GB RAM
Graphics: 6 GB, AMD Radeon RX Vega 56 / NVIDIA GeForce GTX 980 Ti
DirectX: Version 11
Storage: 20 GB available space
Additional Notes: Requires a graphics card compatible with Vulkan, requires Internet connection for online features.


You can join the discussion on The Surge 2 using the Vulkan API on PC on the OC3D Forums

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Most Recent Comments

23-09-2019, 15:35:07

NeverBackDown
Never played the first one but just happy we are getting more modern APIs in games. A step in the right direction.

Though it is interesting to see them use DX12 and Vulkan. You'd think that would complicate and increase Development costs. Using only DX12 for Xbox rather than Xbox/PC and then using Vulkan for PS4.

But more I think about it it's probably no different than normal. Using DX11 and 12 for PC/Xbox and then whatever PlayStation uses.Quote

23-09-2019, 16:28:50

WYP
Quote:
Originally Posted by NeverBackDown View Post
Never played the first one but just happy we are getting more modern APIs in games. A step in the right direction.

Though it is interesting to see them use DX12 and Vulkan. You'd think that would complicate and increase Development costs. Using only DX12 for Xbox rather than Xbox/PC and then using Vulkan for PS4.

But more I think about it it's probably no different than normal. Using DX11 and 12 for PC/Xbox and then whatever PlayStation uses.
DX12 on Xbox One and PC are very different. With Xbox, you can go into a different level of low-level hardware optimisation. Xbox One DX12 optimisations don't necessarily transfer to PC that well.

As far as Xbox One and PS4 go, devs need to use the APIs that are made for the console and go as in-depth as they like. PC will always need a broader approach, given the vast variation in hardware.Quote

23-09-2019, 16:36:12

NeverBackDown
Quote:
Originally Posted by WYP View Post
DX12 on Xbox One and PC are very different. With Xbox, you can go into a different level of low-level hardware optimisation. Xbox One DX12 optimisations don't necessarily transfer to PC that well.

As far as Xbox One and PS4 go, devs need to use the APIs that are made for the console and go as in-depth as they like. PC will always need a broader approach, given the vast variation in hardware.
I know they are different, but having not looked at the documentation for the API, I would presume MS has tools that allow for cross-development to be less of a burden on developers and allow them to use very similar code across each platform, differing mostly in optimizations and specific platform requirements. So to make it Vulkan on PC and DX12 on xbox is strange. Whereas the more logical approach would be DX12 on both, and using Vulkan on PS4 if allowed and/or supported with an extended sublibrary to add Vulkan functionality to the ps4 framework SDK. If not then using the normal SDK.

Just seems like a lot of specific platform code for the same thing. They could simplify it with DX12 on 2 platforms with Sony being the odd one out. I mean it's their choice and if they feel their decisions give them the best oppurtunity to make their game and have solid performance on each platform, then so be it.Quote

23-09-2019, 18:06:13

WYP
Quote:
Originally Posted by NeverBackDown View Post
I know they are different, but having not looked at the documentation for the API, I would presume MS has tools that allow for cross-development to be less of a burden on developers and allow them to use very similar code across each platform, differing mostly in optimizations and specific platform requirements. So to make it Vulkan on PC and DX12 on xbox is strange. Whereas the more logical approach would be DX12 on both, and using Vulkan on PS4 if allowed and/or supported with an extended sublibrary to add Vulkan functionality to the ps4 framework SDK. If not then using the normal SDK.

Just seems like a lot of specific platform code for the same thing. They could simplify it with DX12 on 2 platforms with Sony being the odd one out. I mean it's their choice and if they feel their decisions give them the best oppurtunity to make their game and have solid performance on each platform, then so be it.
Yes, there is a lot of cross-development potential, but a lot of stuff will still need to be done from scratch on PC. Remember that the PS4 predates Vulkan and uses its own API and development tools.

The thing about Vulkan is that it also works on Windows 7 and newer OS' and simplifies the development of ports to Linux. Factors like that matter. Depending on the experience of developers there may also be a preference for either DirectX 12 or Vulkan.Quote

23-09-2019, 19:39:46

NeverBackDown
It's just a lot of extra work to me. Vulkan could still run on PS4. It's just if Sony allows it, I only mentioned it as an extra case for the reasoning behind the choice to do Vulkan at all. Since they 99% won't it makes little sense to invest into so many different variations.

To me, it makes the most sense to do DX12 on Xbox/PC with PS4 using its own whatever they call it. Only because they made no mention of Linux/Mac OS. If they plan on that then Vulkan is obviously the really one and only choice. In which case they way they are going about it would all make sense.

Now if it was a PC only platform then relying totally on Vulkan by itself I would 100% be onboard with that.

Though if you think about it, next gen consoles are going to have serious CPU grunt. Moreso than today's PCs with the amount of control Devs can have over their resources. This same scenario here, using multiple different SDK's/API's for each platform is going to be commonplace as more and more PC only titles are potentially going to console as well. Say for example Starcraft, Total War, Civ series, etc. They could all benefit from going to multiplatform, which means games are going to get even more complicated than currently are.Quote
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