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Wednesday, March 19, 2025

EVE Online's Trinity Graphics Engine Receives An Upgrade

Yesterday CCP Games introduced a major upgrade to its Carbon Engine. The graphics engine, known as Trinity, now utilizes a GPU-Driven Rendering Pipeline in on EVE Online's global game shard known as Tranquility. 

Revenant just got a major update, and the evolution continues. New Eden now moves faster, flows smoother, and feels more vibrant than ever. The new GPU-Driven Rendering Pipeline is now live, boosting performance and unlocking a more responsive, immersive experience for DirectX 12 and macOS. Battles unfold with greater fluidity, your ship reacts with razor-sharp precision, and the vastness of space stretches before you with even greater clarity.

This is not just an upgrade – it’s evolution in motion. With an average of 10-30% higher FPS in busy scenes, every decision, every dogfight, and every daring escape is now sharper, faster, and more thrilling than ever. And this is only the beginning, paving the way for even more graphical enhancements in the future.

The concept of the GPU-Driven Rendering Pipeline was first introduced at Fanfest 2023.

At Fanfest 2023 a future vision for some of planned changes was presented. One of these features, known as a GPU Driven Pipeline, is a technical change in the way the CPU and GPU work together. Traditionally, rendering a scene involves the CPU figuring out what to send to the GPU, and then the GPU doing the work. While the linked presentation goes into more detail, a more modern rendering pipeline allows the GPU to do more of these calculations overall, reducing the CPU overhead. This is great for a few reasons:

  • EVE is often CPU-bound, meaning the CPU is the limiting factor and not the GPU. Freeing up the CPU in these situations can be very beneficial.
  • A modern GPU can render more frames with this approach – it’s just simply faster due to the advances DirectX 12 (Windows) and Metal (macOS) offer with modern GPUs.
  • It makes adding or changing features in the codebase easier, allowing improvements to reach capsuleers faster. In addition, it simplifies processes for artists bringing new assets to the game.

I've also embedded the video below, which should begin at the 30:04 mark.

One usually has to do a bit of searching for how CCP came up with the computation of a 10%-30% higher GPS as the result of yesterday's changes. EVE players are usually interested in details like this.

When changes are made to Trinity, a dedicated tool called “EVE Probe” is used. It has one job: to allow testing of just the rendering and audio engines. It’s a lightweight application that excludes other systems needed to play EVE Online, such as UI, network stack, or even keyboard and mouse input! This approach enables reliable performance testing outside the chaotic live server environment.



One of our most popular test scenes is called the “Cube of Death,” which has been covered in previous dev blogs. In short, the test features 1,000 evenly spaced and stationary ships. They can also shoot at each other, resulting in mesmerizing visuals! It’s proven effective for clear before-and-after performance comparisons.

The dev blog also provided performance upgrades for a selection of computer setups.


One item I do wonder about. Would CCP have gone through the labor of upgrading the Trinity graphics engine if EVE Frontier, the blockchain game currently under development, weren't also using the Carbon Engine? With both Online and Frontier using the same game engine, did CCP manage to get the crypto investors to pay for an upgrade to the original game?

Going back and watching the clip from Fanfest 2023 was a reminder than the task took around a year longer than anticipated. Unless the coding was done and the developers took 9-12 months to test and tweak the graphics engine. I like the latter thought a lot better.

I'll conclude with the conclusion from the dev blog from two weeks ago.
The move to a GPU Driven Pipeline required significant refactoring of Trinity, but it sets EVE up nicely for the development of more features, unlocking better performance, and increasing graphical fidelity in the future. You may already have seen some of these improvements in mass tests last year, such as upscaling and raytraced shadows. Although not ready for release to Tranquility yet, these tests validated the approach taken. A huge thank you goes out to everyone who participated in the tests last year and this past weekend. Your contribution really helps!

With the GPU now used more efficiently, more situations in the client will be GPU-limited (even though the overall framerate is higher). Upscaling solutions will enable even higher framerates in these scenarios. More details on that will follow in future dev blogs.