I said that DX10 cards can handle Tessellation, Kayden said they couldn't.. Then you came along and started this dynamic tessellation thing off and saying that DA2 has no tessellation for DX10 cards. Where you got that from I have no idea, cause I certainly never said anything about DA2 and DX10 tessellation.
Textures vs Details, DX9/10/11, & Mouse/Theme/Error messages
#26
Posté 21 mars 2011 - 04:35
I said that DX10 cards can handle Tessellation, Kayden said they couldn't.. Then you came along and started this dynamic tessellation thing off and saying that DA2 has no tessellation for DX10 cards. Where you got that from I have no idea, cause I certainly never said anything about DA2 and DX10 tessellation.
#27
Posté 21 mars 2011 - 05:32
#28
Posté 21 mars 2011 - 05:46
Modifié par MaxPayne37, 21 mars 2011 - 05:48 .
#29
Posté 21 mars 2011 - 05:49
Lets just agree to disagree on this one.
Unless you want to come join in the WORD,DWORD and QWORD argument in the 64bit thread
#30
Posté 21 mars 2011 - 05:52
#31
Posté 21 mars 2011 - 05:52
#32
Posté 21 mars 2011 - 06:28
I think I see some of what Kayden is arguing about after re reading his posts. He seems to think that once you are in DX11 mode, on a DX 11 card, T is enforced automatically (and can not b toggled on or off by an program, and is being used, even when DA2 is set to high. He's saying this is why the has has some performance issues
However, after talking to BW, actually looking into the game to see what modes turn which fx on and off, and from a purely observational standpoint... I see no evence T is happening on any other detail levels except "very high". And T is just like any other DX feature, it can be used or not used. It's not forced on any application.
Part of the game's problems are this: each detail levels enables more features, in groups as u go up in levels, but they don't give the gamer the option to disable things... Example.. I'm not fond of shadows, I'd prefer a fully DX11 scene with no major shadows on at all. That would certainly increase performance. Those detail levels should be only for a "basic gamer" the game needs an advanced video section where we can toggle on/off specific dx 11, 10, and 9 fx. In thus day and age, there's no reason for the game not to have it
#33
Posté 21 mars 2011 - 06:31
#34
Posté 21 mars 2011 - 07:04
TallBearNC wrote...
Any app/game can really do anything it wants if it's willing to pile the workload off to the CPU core(s). So technically, a dx 10 app could run full dx11 type T, but it would b very, very slow, and would bog down even an 8 core CPUand while DX10.x did have a form of T (which was almost never used), the DX11 is a far more advanced, and robust implementation
I think I see some of what Kayden is arguing about after re reading his posts. He seems to think that once you are in DX11 mode, on a DX 11 card, T is enforced automatically (and can not b toggled on or off by an program, and is being used, even when DA2 is set to high. He's saying this is why the has has some performance issues
However, after talking to BW, actually looking into the game to see what modes turn which fx on and off, and from a purely observational standpoint... I see no evence T is happening on any other detail levels except "very high". And T is just like any other DX feature, it can be used or not used. It's not forced on any application.
Part of the game's problems are this: each detail levels enables more features, in groups as u go up in levels, but they don't give the gamer the option to disable things... Example.. I'm not fond of shadows, I'd prefer a fully DX11 scene with no major shadows on at all. That would certainly increase performance. Those detail levels should be only for a "basic gamer" the game needs an advanced video section where we can toggle on/off specific dx 11, 10, and 9 fx. In thus day and age, there's no reason for the game not to have it
Yeah exactly, emulation
Even if tessellation was active on High on a DX11 card (which would contradict the Very High setting description, but anyways...), does not automatically mean that it would be active on High on a DX10 card, and that's what he seems to be assuming, as it seems like he has no DX10 hardware to test that fact on.
#35
Posté 21 mars 2011 - 11:03
If you meant you can't edit a post with it:TallBearNC wrote...
Sorry for the typos..using an iPad, and it's auto correct does funky things, and I can edit a post with it
I'm posting from my iPod touch and to edit you need to switch the text field to BBCode at the top. Editing and posting with quotes is then possible. Should work with the iPad, too.
Modifié par Ragadurn, 21 mars 2011 - 11:04 .
#36
Posté 21 mars 2011 - 01:46
TallBearNC wrote...
A lot of people seem confused on hi rez textures vs high and very high DETAIL settings in the game. So here's the 411. Feel free to correct me, but I'm pretty knowledgable in these areasAlso some fixes for theme, mouse, and error messages are posted here. Each section will end with *'s for clarity and easier reading
****************************************************
**First off the details settings vs the high rez pack have NOTHING to do with each other. Totally sep things.
DX 9 vs 10 vs 11
Second, VERIFY your card is a DX9, 10.x, or 11 card. For nvidia people, DX11 didn't start till the 400 series if remember correctly. DX10 is the 8000, 9000, 100-300 lines if I remember. I can't speak for ATI cards as I haven't used an ATI card since 2002. EDIT: I think the first ATI DX10 card was the 2900XT, and the 5870 was ATIs first Dx11 card. Based on that, I'd assume the 3000,4000, and lower numbered 5000s are DX10 cards, and anything 6000+ are DX11
All of the Radeon HD 2n00 cards have some Dx10 capability, most below the HD 2900 Pro are just too slow to do anything with the capability.
All of the Radeon HD 5n00 cards have some Dx11 capability; most, below the HD 5830, are just too slow to do anything with the capability.
It's the usable amount of VRAM that affects the High Resolution Textures. A G.210 may have a GB of VRAM attached, but is so slow, with such a narrow memory system bandwidth, that VRAM beyond 256 MBs is wasted.If you use the DX11 renderer
(and you can only use it if you have a DX10 or 11 card as well as Windows 7 or vista (with the proper service pack)):
Low-Med = DX9 effects (using the DX11 renderer)
High = DX10 effects (reqs a DX10 or 11 card - using the DX 11 renderer)
*Very high = Dx11 effects (reqs a DX 11 card to even select it)
*If you have a DX10 card you will never be able to select very high, but this doesn't prevent you from using the hi rez texture pack.
The card must specifically include functions to access main memory, and only low performance cards have ever done so.DX11 doesn't require a DX11 card like DX10 did. You can run the DX11 renderer with a DX10 card, but you can't use DX11 effects.
If you use the DX9 renderer:
Low-Med = DX9 effects using the DX9 renderer
High = can't select regardless of video card
Very high = can't select regardless of video card
******************************************************
High Rez textures
High/low res textures usually do not affect performance. High rez textures just consume more video memory (mostly because they use less compression).
If your card only has 512MB of ram, then the hi rez pack would probably exceed that. in that case performace WOULD be affected. A modern card (still supported by currect drivers) can NOT run out of memory (well it could, but, currently it is HIGHLY unlikely). Instead system memory is used/shared. Video cards can address up to 4GB of ram (be it on the card or shared with the system)
That's just a few new comments, and surely someone else corrected the mistakes about AMD hardware.How does this slow things down? Swapping memory to/from the card to system ram takes more time, the GPU can't just access the system memory. So if textures are sitting in system ram vs vram (this happens when there is not enough vram), they must by swapped to the vcards vram, then the GPU can use it.
Again, Keep in mind, very high/high details, has NOTHING to do with hi rez textures. Hi rez textures can even be used in DX9 mode. Hig rez textures are just less compressed, and with more detail, and thus consume more memory. The pack doesn't add more polygons, etc for the GPU to draw.
So in most cases, hi rez TEXTURES will not slow you down one bit (unless you have a 512MB or less VRAM). For hi rez textures, Id recommand a card with 1GB-1.5GB of memory, but 1GB is BWs official rec specs for the high rez texture pack.
**=EDIT: The hi rez pack is VERY noticable under full DX11 rendering (game set to very high details). When that's on, with the hi rez pack, people's faces become VERY VERY detailed, as well as their gear and environmental textures. This is very noticable on the 2 default male hawke's. On high detail (even with the hi rez pack), he doesn't look so old. On VERY HIGH, he looks "aged" like he's in his late 40s as his face becomes VERY detailed with wrinkles.
*********************************************************
(Snip!)
**********************************************************
side notes & geeky tech facts for those inclined:
Why don't we see video cards with 2, 3, or 4 GB of vram? because many people still use 32bit versions of windows. That video memory HAS to be addressable by the system. Since 32bit versions of windows are limited to 4GB, every bit of video memory TAKES AWAY system memory. So a 4GB rig under a 32bit version of windows with a 2GB video card would only be able to use 2GB of system memory and 2GB of video memory. Put that same rig under a 64bit version of windows, and 4GB of system memory, and 2GB of pure video memory are available. The more people that switch to a 64bit OSes, the higher the vram will grow on video cards. I hope you get the picture.. a 4GB video card is impossible on a 32bit OS, and even a 3-3.5GB card would be VERY impracticle on a 32bit OS.. and with SLI and crossfire, there's even more video ram that will suck up space on a 32bit system.
Note that SLI/Xfire vram does NOT "stack" So if you have 2, 1.5GB cards, you do NOT have 3GB of video memory for use for textures. Why? In very basic terms, the cards are treated as one card by the system and applications. The drivers do all the dirty work. Although the total memory must be mapped and accounted for. Hence why all that space for system ram is lost under a 32bit OS. I'm not going to go into the technical details, but if you were to look this up, you could find the details
Actually, the same applies to a great many [u][b]Mobile versions of cards, particularly Geforces.Slakky wrote...
For DirectX compliance information, see the comparisons of AMD and nVidia
GPUs on Wikipedia. You can mostly just go by the series number, but
there is some crossover at the low end, especially with integrated
chips.
I hadn't looked at this thread previously, and started from the top. I've now expanded my comments somewhat.
Modifié par Gorath Alpha, 21 mars 2011 - 01:51 .
#37
Posté 21 mars 2011 - 04:22
#38
Posté 23 mars 2011 - 12:46





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