It almost certainly will.
http://www.grimdawn.com/forums/showthread.php?p=488790#post488790
You can mostly thank the XboxOne port.
It requires DX11 and we’ll also need to do a bunch of work to get decent frame rates on there. We won’t be changing anything else about the PC version that will affect gameplay but it will get these engine improvements and some additional controller functionality.
We also are planning another “spin-off” game that is based on GD but a somewhat different kind of game.
The totally new non-GD project we’re working on uses Unity. [/QUOTE]
And they’ve been seen to say (in reference to any possible GD2) that it would use a new engine, likely an established licensed one. I think everyone agrees this is probably the last hurrah of the TQ engine.
Anyway, there are performance improvements coming this year.
http://www.grimdawn.com/forums/showthread.php?p=488766#post488766
We are upgrading the engine to DX11 as we speak… however, I don’t know how much impact that will have for people. It may improve performance a bit but I don’t expect it to work miracles, especially since most performance issues are CPU related.
We’re looking at additional things we can move out of the main thread but that’s a more difficult challenge. We already moved physics out of the main thread, which helped a lot but some of the bigger CPU intensive tasks are less easily separated.
A big part of the problem with GD is not that it’s graphically intense but that there is a lot of loading / unloading, enemy pathing and physics that place a heavy burden on the CPU. Frame rate can also fluctuate a lot, since by far, the biggest impact on frame rate occurs when the player gets near dense groups of enemies. This fluctuation causes it’s own problems, notably with v-sync.
As people have noticed above, v-sync can cause problems when framerate is near the v-sync thresholds. This isn’t due to our implementation, since v-sync is implemented at the graphics driver level but just a problem that might more often due to FPS fluctuating a lot. Everytime your framerate goes 1 FPS above or below the v-sync threshold, it switches to the next level and can cause a little hitch.
When I upgraded my system / monitor, I actually ended up with worse performance because of this and found that it improved significantly by turning v-sync off because my frame rate was often bouncing up and down around 120fps. With v-sync, every time it drops to 119fps or below, then back up, it will stutter. Likewise if your frame rate is frequently dropping below 60fps, then v-sync causes it to keep cutting back and forth from 60fps to 30fps.
http://www.geforce.com/hardware/technology/adaptive-vsync/technology
So, good news - we’re still working on things that could improve performance… but I don’t know that any of it will be a silver bullet fix for any particular case. If you’re suffering from this v-sync issue, then the fix is going to be turning off v-sync or changing / adjusting your monitor and video card.