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First look at high-res PC textures and directx11 effects


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#51
SomeBug

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kjdhgfiliuhwe wrote...

JamesX wrote...

The sad part is that OC GTX 580 runs the unsupported "Very High" setting in the demo at a whooping 11 fps :)

I know it is locked in the in game setting, but you can enable it in the Configuration Program. It is funny seeing black mess on the floor where the 3-d ridges suppose to be.


Strange. I had no issues at max settings. I'm assuming it's just kinks in the demo, as personally, the demo was not resource intensive at all, even on Very High. 

And yes, you need DirectX 10 or higher to play on anything higher than Medium, from my understanding. The holdouts still using XP may want to finally upgrade their ancient OS. :lol:


I think the high settings were just not fully realized in the demo, because without going into excruciating detail I have an absolutely bleeding edge PC and it still chugged. But it ran normal settings at a fluid 60fps (I always vsync).

#52
Vicious

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It looks the same to me.

#53
Gerudan

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makalathbonagin wrote...

Recommended:

DirectX 11: AMD Radeon HD 5850 or better
DirectX 11 Nvidia GeForce GTX 460 or better


fuuuuuuu


A 5770 is able to run the DX11 mode, but the frame rate might be a bit low. 

My 5750 will be even worse, but I will see, how it really runs on my pc. I played Mafia 2 and other games on max settings, too. 

#54
Guest_xnoxiousx_*

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Please tell me dx10 video cards get the high res textures.



Ill be pissed if not!

#55
GreenSoda

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SomeBug wrote...


I think the high settings were just not fully realized in the demo, because without going into excruciating detail I have an absolutely bleeding edge PC and it still chugged. But it ran normal settings at a fluid 60fps (I always vsync).

Some of the DirectX 11 effects depend on the high-res textures not included in the demo. It's not really surprising that there would be issues with "tricking" the demo into dx11 settings without actually having those high-res textures.

Modifié par GreenSoda, 23 février 2011 - 10:42 .


#56
Drowsy0106

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DirectX be damned, my new mom looks hot on both pictures.

#57
Guest_xnoxiousx_*

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I think it actually looks alot better than what was in demo.



Glad im no dx9 user.

#58
thegoldfinch

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Taken from the same site. So pretty!

Posted Image

Modifié par pixieface, 23 février 2011 - 10:52 .


#59
JamesMoriarty123

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If I can't run a game at max settings then I have failed as a PC Gamer. I'm pleased to say that I have yet to fail.



Also the performance is supposed to be a lot better in the final release than the demo, as it's an optimised build.

#60
Guest_Glaucon_*

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I think something is up with the graphics settings. I play on DX 9.c (Win XP) and have had to force AF to x16 and AA to X8q to smooth the demo out. AF is actually locked out under medium settings -- there is no justification for that. Motion blur and the other locked out effect can also be implemented by DX 9.c cards.

In fact everything that is supposedly being classed as high and above can in fact be implemented under DX 9c (it may not look as good but there are similar functions in that DX 9 API)

I don't want to sound like I'm slagging peoples rigs off here, but this game does not need DX 11 to look good. What it needs is programmers that program to the capability of the API. I feel like my rig is being forced into second gear just because of an arbitrary and unconnected GUI setting.

Modifié par Glaucon, 23 février 2011 - 11:12 .


#61
GreenSoda

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pixieface wrote...

Taken from the same site. So pretty!

Posted Image

Link doesn't work :/

#62
Sylvius the Mad

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Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.

#63
SomeBug

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GreenSoda wrote...

SomeBug wrote...


I think the high settings were just not fully realized in the demo, because without going into excruciating detail I have an absolutely bleeding edge PC and it still chugged. But it ran normal settings at a fluid 60fps (I always vsync).

Some of the DirectX 11 effects depend on the high-res textures not included in the demo. It's not really surprising that there would be issues with "tricking" the demo into dx11 settings without actually having those high-res textures.


Oh I get that, and I totally understand it was likely to be a bit patchy, especially considering the demo isn't the final game. I'm just saying that the demo is mainly for gameplay evaluation, not performance. Which is a shame because that's really the only reason I download demos for a PC game.

#64
XX-Pyro

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Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.


I don't think it's possible to have "actual" 3-dimensional ground on a 2-dimensional screen. 

#65
Guest_Glaucon_*

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Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.


Under DX 11 the tessellation procedure increases the number of polygons based on proximity to the object.  It is proper 3D and not a pass over algorithm that simply modifies a tile.

#66
Sylvius the Mad

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XX-Pyro wrote...

I don't think it's possible to have "actual" 3-dimensional ground on a 2-dimensional screen. 

Compare the floor on these shots to the floor in the Burning Tower Fade level in DAO.

The DAO floors had actual contours (which were easily visible when in mouse-form).  Walking along the floor involved moving up and down over ridges and through dips.

But these DA2 floors look like flat surfaces with fancy textures on them.

#67
Gill Kaiser

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Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.

You'd rather they model 3D into the ground instead of just using tesselation for the purpose for which it was designed?

#68
lv12medic

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Sylvius the Mad wrote...

XX-Pyro wrote...

I don't think it's possible to have "actual" 3-dimensional ground on a 2-dimensional screen. 

Compare the floor on these shots to the floor in the Burning Tower Fade level in DAO.

The DAO floors had actual contours (which were easily visible when in mouse-form).  Walking along the floor involved moving up and down over ridges and through dips.

But these DA2 floors look like flat surfaces with fancy textures on them.


All it means is whoever installed the tile flooring in the Fade did a horrible job, and whoever installed it in Kirkwall knew what they were doing.

:P

#69
Sylvius the Mad

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Gill Kaiser wrote...

Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.

You'd rather they model 3D into the ground instead of just using tesselation for the purpose for which it was designed?

Ideally they'd do both.  Model actual contours in the ground, and then drop top-notch textures on them.

In DAO they did one of those things.  In DA2 they're doing the other.  Forced to choose only one, I prefer the coutours.

#70
Blacklash93

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Sylvius the Mad wrote...

Gill Kaiser wrote...

Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.

You'd rather they model 3D into the ground instead of just using tesselation for the purpose for which it was designed?

Ideally they'd do both.  Model actual contours in the ground, and then drop top-notch textures on them.

In DAO they did one of those things.  In DA2 they're doing the other.  Forced to choose only one, I prefer the coutours.

If they did both, the ground would probably look ridiculously gritty. Tesselation can be used wrong that way. It looks fine the way it is now.

Modifié par Blacklash93, 23 février 2011 - 11:39 .


#71
rikimarujan

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Sylvius the Mad wrote...

Gill Kaiser wrote...

Sylvius the Mad wrote...

Hellosanta wrote...

Oh, it's really nice to see in DX 11, the ground has more three-dimensional effect than the flat ground of DX 9.

I'd rather the ground were actually three-dimensional, rather than just having clever textures tacked onto it.

You'd rather they model 3D into the ground instead of just using tesselation for the purpose for which it was designed?

Ideally they'd do both.  Model actual contours in the ground, and then drop top-notch textures on them.

In DAO they did one of those things.  In DA2 they're doing the other.  Forced to choose only one, I prefer the coutours.


Just wondering if there will be ever a game that will use all the benefits from DX11 before we get a new generation of consols and windows with DX12.
At the moment the investment in DX11 hasn't been very useful.

#72
Sylvius the Mad

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Blacklash93 wrote...

It looks fine the way it is now.

It's too flat.  It's a perfectly level floor.

#73
Patriciachr34

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Just because I normally do not pay attention to these things, would anyone tell me how I can tell what version of Directx I have?

#74
JamesX

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XX-Pyro wrote...

I don't think it's possible to have "actual" 3-dimensional ground on a 2-dimensional screen. 

Says the person without the 3-D Kit >.>b  Muhahahahahaha :devil:

#75
Blacklash93

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Sylvius the Mad wrote...

Blacklash93 wrote...

It looks fine the way it is now.

It's too flat.  It's a perfectly level floor.

The stones themselves are reasonably bumpy. Enough to give a nice effect. It's not like we want the tiles to look really uneven next to each other. High Town is supposed to look well-kept and even, anyway.

I do notice the feet sinking into the tesselated floor, though.

Modifié par Blacklash93, 24 février 2011 - 12:18 .