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My recommendation: don't do it. iGPUs will have problems with it. Yes, there are powerful iGPUs like the ones in the Steam Deck, etc., but there are also very weak, very common notebook iGPUs like Intel's UHD770. And you won't be doing Linux users any favors

Of course, you can build in a fallback, but if you're willing to make that many changes, find someone to port the game to DX11 for you.

It's complicated but significantly safer. DX11 alone allows you at least 2-3% more CPU usage. Multithreading is possible, but that requires even more code changes.
Example: DX11-Alpha - no MT 1000 Bots +700NPC  + Half Full Terrain x8MSAA x16AF

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On 1/16/2026 at 1:34 PM, HAMLET said:

As i’m wotking to do this on my server, prepare to pay a few good K maybe 3 to 5k on it, is a lot of work behind it and you’ll have to always modify GR2 files. 

Nah u dont have to modify gr2 files I did gpu skinning on dx9 without touching game .gr2 files 

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29 minutes ago, KoMaR1911 said:

Nah u dont have to modify gr2 files I did gpu skinning on dx9 without touching game .gr2 files 

There are 2 ways of doing it, with vertex texture fetch or without, without is impossible to not preprocess gr2 files since constant register will limit you at 64 bones per mesh

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20 minutes ago, HAMLET said:

There are 2 ways of doing it, with vertex texture fetch or without, without is impossible to not preprocess gr2 files since constant register will limit you at 64 bones per mesh

I mean i dont modify gr2 files and yeah vertex

 

 

  i handle that in c++ directly i check bone count at runtime if it fits registers i use gpu if not i fallback to cpu i remap them in memory (GetDefaultBoneIndices) from local to global ids before uploading to vb so it works out of the box for standard assets

Edited by KoMaR1911

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