Fri Dec 13 03:50:00 UTC 2024: ## Stadia’s Ghost Haunts Baldur’s Gate 3’s Graphics Engine

**London, UK** – The surprising presence of both Vulkan and DirectX 11 APIs in the critically acclaimed *Baldur’s Gate 3* can be traced back to the now-defunct Google Stadia, according to Larian Studios. Speaking at the recent Graphics Programming Conference, senior graphics programmer Wannes Vanderstappen revealed that the decision to support Vulkan, alongside DirectX 12 for consoles, stemmed from the game’s early access release on Stadia.

Stadia’s requirement for Vulkan forced Larian’s hand, necessitating a shorter development timeline. While consoles had the luxury of a full launch development cycle, the early access period on Stadia and PC necessitated utilizing Vulkan’s wider hardware compatibility. However, the transition wasn’t seamless.

Internal constraints played a significant role. Larian’s engine team only joined the *Baldur’s Gate 3* project after pre-production, having been occupied with *Divinity: Original Sin 2 Definitive Edition*. This left the company heavily reliant on a DirectX 11 toolset. A complete switch to Vulkan proved too risky and time-consuming, leading to instability and a lack of thorough testing. As a result, DirectX 11 remained as a backup, offering a more stable, albeit less cutting-edge, option.

Vanderstappen admitted that launching with Vulkan was a gamble due to its higher crash propensity compared to DirectX 11. The inclusion of DirectX 11 was a crucial safeguard, ensuring a smoother experience for players despite the technical challenges faced during development. The decision highlights the lasting impact of Stadia’s brief existence on even the most successful games.

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