Brockololly wrote...
Andreas Papathanasis wrote...
We'll be releasing more DirectX 11 information as it becomes available (obviously this is still work in progress). If you have any specific questions about that let me know, we'll do our best to answer them.
What sort of things are you guys doing with DX11? Tesselation, compute shaders? I know it says the recommended DX11 card is a 5850, but performance wise, is something like 5770 not enough for whatever DX11 is doing?
Looking forward to hearing more about DX11:wizard:
Without going into too many details (this is work in progress and we won't promise features until we've completed our research), we're looking to take advantage of both tessellation and compute shader support on DirectX 11 for specific applications in the game. Don't expect all objects in the world to be tessellated on DX11, as our base mesh density is high enough to begin with (so that the objects can look good on all platforms). However there are a few specific cases like terrain where tessellation can make a quite visible improvement.
The game will have various configurable detail settings and you should be able to tweak the settings on your system to find a good balance between DX11 features and performance.





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