DX 11 screenshots
#1
Posté 28 décembre 2010 - 07:34
So, I would like to know, when can we expect to see DX11 screenshots, to see how much the added graphical capabilities of DX11 cards bring to DA2 visually? :innocent:
#2
Posté 28 décembre 2010 - 07:35
#3
Posté 28 décembre 2010 - 07:50
#4
Posté 28 décembre 2010 - 07:50
#5
Posté 28 décembre 2010 - 07:52
the_one_54321 wrote...
Anything making real use of DX11 would vastly outperform console graphics. Console graphics are the ceiling for this game since the cross platform development is being done in tandem. This means that DX11 will be meaningless for this game.
Off-topic but I don't know what a Golrious is.
*points at your sig*
Modifié par Dave of Canada, 28 décembre 2010 - 07:52 .
#6
Posté 28 décembre 2010 - 07:52
Maria Caliban wrote...
Why do we love DX11?
Because it's a bigger number than DX10, or DX9, or DX7 etc.
#7
Posté 28 décembre 2010 - 08:01
Yeah yeah, I'm aware of the typo but haven't bothered to fix it.Dave of Canada wrote...
Off-topic but I don't know what a Golrious is.
*points at your sig*
#8
Posté 28 décembre 2010 - 08:07
#9
Posté 28 décembre 2010 - 08:34
So to sum it all up, yeah console versions would look mundane compared to DA2 using the above features of DX11.
Modifié par ViSeirA, 28 décembre 2010 - 08:35 .
#10
Posté 28 décembre 2010 - 08:43
ViSeirA wrote...
Really guys stop bashing the OP, some features of DX11 if implemented would make a noticeable difference over DX9 and DX10 especially the former, consider taking advantage of tessellation, the environment would just look way better than it already is, think of other features as well... Multithreaded rendering, Improved Texture Compression, Compression of High Dynamic Range Image Sources and Shader Model 5.0, all these combined can make a huge difference....
So to sum it all up, yeah console versions would look mundane compared to DA2 using the above features of DX11.
Its in the requirments, I don't see why the usual suspects are bashing the OP either. Personally if they were really playing to each plafform's strengths the PC version SHOJLD by all means have DX11 feature support, console users be damned.
#11
Posté 28 décembre 2010 - 08:46
Sigh, I need to sleep.
#12
Posté 28 décembre 2010 - 08:49
#13
Posté 28 décembre 2010 - 08:51
CoS Sarah Jinstar wrote...
ViSeirA wrote...
Really guys stop bashing the OP, some features of DX11 if implemented would make a noticeable difference over DX9 and DX10 especially the former, consider taking advantage of tessellation, the environment would just look way better than it already is, think of other features as well... Multithreaded rendering, Improved Texture Compression, Compression of High Dynamic Range Image Sources and Shader Model 5.0, all these combined can make a huge difference....
So to sum it all up, yeah console versions would look mundane compared to DA2 using the above features of DX11.
Its in the requirments, I don't see why the usual suspects are bashing the OP either. Personally if they were really playing to each plafform's strengths the PC version SHOJLD by all means have DX11 feature support, console users be damned.
Yeah I know DX11 is supported, it's merely the question of which features were implemented or taken advantage of, that's why I mentioned some of the more affective features, anyway I hope they at least use improve the environment textures, some of the early screenshots were just "ugh".
#14
Posté 28 décembre 2010 - 08:54
Andreas Papathanasis wrote...
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.
Modifié par Brockololly, 28 décembre 2010 - 08:54 .
#15
Posté 28 décembre 2010 - 08:56
Atakuma wrote...
Who's bashing the OP? I was saying that the differences would be barely noticeable.
#16
Posté 28 décembre 2010 - 08:59
#17
Posté 28 décembre 2010 - 08:59
Really? I am genuinely and pleasantly surprised. However, I will continue to keep my expectations low.Brockololly wrote...
From the PC specs thread, Andreas Papathanasis commented a bit on how they're using DX11:Andreas Papathanasis wrote...
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.
#18
Posté 28 décembre 2010 - 10:34
Brockololly wrote...
From the PC specs thread, Andreas Papathanasis commented a bit on how they're using DX11:Andreas Papathanasis wrote...
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.
That sounds good, but I'd like to see it.
#19
Posté 29 décembre 2010 - 01:07
I've seen the examples the new toys in DX11 on NVidia's website, but seeing the differences they make in real world applications would certainly make me feel that much better about spending the money on it. Well, honestly I'd probably upgrade anyway, but I'm sure there's people out there that are on the fence about whether or not to upgrade that would really benefit from being able to see what it'll get them.
#20
Posté 29 décembre 2010 - 01:14
Modifié par Atakuma, 29 décembre 2010 - 01:15 .
#21
Posté 29 décembre 2010 - 01:17
Modifié par ErichHartmann, 29 décembre 2010 - 01:19 .
#22
Posté 29 décembre 2010 - 01:18
Atakuma wrote...
Behold, the power of DX11!
i'm not an expert but... apart from a few differences i can't really say the changes are that significant.
#24
Posté 29 décembre 2010 - 01:22
I wasn't trying to pass judgement on anyone, I apologize if it came off that way.ErichHartmann wrote...
I notice enough differences between the screenshots to feeling good about owning a DX11 graphics card. Don't upgrade if you don't care.
#25
Posté 29 décembre 2010 - 01:26
That is a tech demo, so it isn't a good axample of what to expect.Nighteye2 wrote...
If you want general examples of the difference, this is better.
But I'm not looking for a general comparison, I want to know about DA2.
My point with the screenshot was that you shouldn't expect anything significant.





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