DX 11 full support. Or just shades as in BFBC? Face thetruth

Post » Sun May 08, 2011 1:34 am

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

So basically you want the game to run worse than Crysis 1 did.
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neen
 
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Post » Sun May 08, 2011 5:20 am

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

Yeah, you know, like the FREE UT3 ENGINE ALREADY HAS.
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Gaelle Courant
 
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Post » Sun May 08, 2011 1:24 am

As the announcement said, we're working towards getting the best out of DX11. We can't give specifics at the moment but take from that what you will for now :)

More info as we get it!

Water and soft shadows like BC2. Thanks, Adam! Skirting around the question like all the other times Crytek lied.

You're helping the issue so much. I will laugh when it's near 100% and you will have nothing intelligent to reply with, again. Just like all the haters still around after the DX11 post. You're posts are meaningless and just embarrass yourself. Less and less people are on your retard hate train. Get with it.
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CYCO JO-NATE
 
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Post » Sun May 08, 2011 7:59 am

Can somebody tell me whats the difference between bump mapping, POM and Tessellation ?

I dont think tessellation can be realistically applied on roads and walls, it might take too much hit on fps
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mishionary
 
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Post » Sun May 08, 2011 1:39 am

As the announcement said, we're working towards getting the best out of DX11. We can't give specifics at the moment but take from that what you will for now :)

More info as we get it!

Thnx for answer, Adam. I think you will do your best

and thnx everyone who read this thread. Keep discussing
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NIloufar Emporio
 
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Post » Sun May 08, 2011 12:37 am

Can somebody tell me whats the difference between bump mapping, POM and Tessellation ?

I dont think tessellation can be realistically applied on roads and walls, it might take too much hit on fps

that depends on the hardware of the user for tessellation all dx11 cards for the most part are designed to take advantage of this however there are very few games that deploy it.

It comes down to what you have underhood in your rig
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^~LIL B0NE5~^
 
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Post » Sat May 07, 2011 10:07 pm

OPs like you need to stfu and let crytek do their job before you judge them like this.
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Frank Firefly
 
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Post » Sat May 07, 2011 7:43 pm

I just want to say thanks for announcing this. Glad the developers posted direct to the members of the forum. I've registered now just to post this but have been monitoring these forums for a few months now.

I'm looking forward to making my full purchase of Crysis 2 to support the developers once the DX11 patch is out. I won't lie I have played it, but unfortunately not impressed with low res textures and measly DX9 only, I thought it would at least have been DX10.

Anyway putting aside the above as a result of the announcement, I hope all the features of original Crysis for PC will be implemented with the new patched release. I literally spent £3k last year to play Crysis 1 and 2 with dual GPU crossfire on a 5970, money well worth spent (you only live once). Now I am looking at either another 5970 in Quadfire or possibly 2 x 6990's. I'm spending up to thousands here in order to have the best possible experience, so £60(or whatever the price is for C2) for the game is nothing and will gladly pay this to support the developers on their fine work. I have the original C1 and Warhead sitting in mint condition.

As the original poster mentioned, I hope DX11 is used to full capacity, as DX10 was in the previous games. Defo looking forward to features like tessellation and so forth.

Cheers Crytek, look forward to the patch, I don't mind waiting to replay Crysis 2 as it will be a better experience for me.
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Prue
 
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Post » Sun May 08, 2011 3:18 am

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur
I see what you did there! HAR HAR
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Wayland Neace
 
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Post » Sun May 08, 2011 5:47 am

Can somebody tell me whats the difference between bump mapping, POM and Tessellation ?

I dont think tessellation can be realistically applied on roads and walls, it might take too much hit on fps

POM and Bump Mapping are really the same thing. Its an illusion that makes things stand out and look 3D. Its also called displacement mapping. Like red text next to blue text on your monitor.

Tessellation is where the number of polys that make up an object are increased or decreased on the fly. Its usually used to decrease polys in the object if it is far away, and increase them as you get closer. As you can see, this really can take a huge hit on fps.

Tessellation linked with displacement mapping is the most interesting thing we'll get with dx11. It can take a picture, say of tiles, and turn them into actual 3D objects. Its like POM, but not an illusion. Again, a big hit on fps if its used in the extreme.
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{Richies Mommy}
 
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Post » Sat May 07, 2011 8:23 pm

cant crytek just use POM on walls and floor and MAXIMUM TESSELLATION on Ceph?
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Natasha Biss
 
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Post » Sun May 08, 2011 10:00 am

wonder if ATI cards will get dumped on
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Katy Hogben
 
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Post » Sun May 08, 2011 6:31 am

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

Yeah, you know, like the FREE UT3 ENGINE ALREADY HAS.

To be honest, the fact that they're having to code DX11 in rather than it being already in would seem to hint at the fact that the engine doesn't support it natively... Let's just say I'll be using UT3 before I'll be using CE3.
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Bek Rideout
 
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Post » Sun May 08, 2011 4:11 am

will require quad sli of gtx 590 to run at 10 fps.
What you saying is fully true, and the lot of DX11 fans - lol, fans, but they haven't seen real DX11 - doesn't know how can DX11 can pull down the framecount. I have attached an image to show how the tassellation can cause 15 FPS from 140, and this is why game industry doesn't like this stuff.

An SDK demo is not the best way to illustrate what tessellation and DX 11 can do or its real word hit on performance. Try an actual game that uses it instead, such as AvP. Here is a link to the comparisons:

http://www.pcgameshardware.com/aid,705447/Aliens-vs-Predator-DirectX-11-benchmarks-and-graphics-comparison/Practice/

While fancy effects do impact performance (imagine that!), it is hardly as extreme as you would have people believe. Add to that the fact that the API and programming best practices for DX11 have improved since AvP came out and I think we will find the patch may just be the improvement a lot of people are looking for. And I haven't even started on the subject of DX11 being a more efficient pipeline and written to take advantage of multi core computers.
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Marina Leigh
 
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Post » Sat May 07, 2011 8:12 pm

will require quad sli of gtx 590 to run at 10 fps.
What you saying is fully true, and the lot of DX11 fans - lol, fans, but they haven't seen real DX11 - doesn't know how can DX11 can pull down the framecount. I have attached an image to show how the tassellation can cause 15 FPS from 140, and this is why game industry doesn't like this stuff.

An SDK demo is not the best way to illustrate what tessellation and DX 11 can do or its real word hit on performance. Try an actual game that uses it instead, such as AvP. Here is a link to the comparisons:

http://www.pcgameshardware.com/aid,705447/Aliens-vs-Predator-DirectX-11-benchmarks-and-graphics-comparison/Practice/

While fancy effects do impact performance (imagine that!), it is hardly as extreme as you would have people believe. Add to that the fact that the API and programming best practices for DX11 have improved since AvP came out and I think we will find the patch may just be the improvement a lot of people are looking for. And I haven't even started on the subject of DX11 being a more efficient pipeline and written to take advantage of multi core computers.

Well did you look at the comparison screenshots? There was barely a noticeable difference. Go look at Uniengine Heaven. Benchmarks have shown GTS 480s losing 70% from their frame rate when switching from DX10 mode to DX11 mode.
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Jason White
 
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Post » Sun May 08, 2011 12:50 am

Well did you look at the comparison screenshots? There was barely a noticeable difference. Go look at Uniengine Heaven. Benchmarks have shown GTS 480s losing 70% from their frame rate when switching from DX10 mode to DX11 mode.

That's because they were tessellating everything to the extreme. It's a tech demo.


Tessellation is essentially the evolution of LODs. It gives you less of a performance hit, and is easier for developers to implement. When we start getting more tessellation cores in our video cards, it'll basically be the next big thing in games (if consoles let us get there), and everything will look pretty freakin' sweet.
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Amber Ably
 
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Post » Sat May 07, 2011 6:38 pm

They should tessellate water. It's look awesome in dirt 2.
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Leilene Nessel
 
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Post » Sat May 07, 2011 7:48 pm

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

Yeah, you know, like the FREE UT3 ENGINE ALREADY HAS.

To be honest, the fact that they're having to code DX11 in rather than it being already in would seem to hint at the fact that the engine doesn't support it natively... Let's just say I'll be using UT3 before I'll be using CE3.


^^This.
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Erich Lendermon
 
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Post » Sat May 07, 2011 9:36 pm

Look from the better side people. Crytek will deliver us DX11. It will be like a new game-new breath of air
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Robert Devlin
 
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Post » Sun May 08, 2011 1:35 am

NO MATTER WHAT CRYTEK DO, PEOPLE ARE GONNA bich ABOUT IT. EVERYONE SHOULD BE HAPPY THAT DX11 IS CONFIRMED.
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Shae Munro
 
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Post » Sun May 08, 2011 12:58 am

and when they release a full dx11 patch and your crappy computer cant handle it you will come crying to the forums again because you got what you asked for but your parents cant afford to buy you a new computer
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SiLa
 
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Post » Sat May 07, 2011 9:20 pm

and when they release a full dx11 patch and your crappy computer cant handle it you will come crying to the forums again because you got what you asked for but your parents cant afford to buy you a new computer

Some will be crying. I'm sure

My PC specs:
i7-2600k 4Ghz
Corsair H70
Asus P8P67 EVO B3 revision 1502 BIOS
6Gb DDR3-1600 Mhz
EVGA GTX 570 SuperClocked
Creative X-Fi Fatal1ty FPS
1Tb Seagate
Thermaltake 700Wt

So - I will be happy after releasing DX 11 - Crytek try to load up fully my system :)
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Victoria Bartel
 
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Post » Sun May 08, 2011 12:33 am

in order to be a real DX11 patch, it needs to have:

- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

Yeah, you know, like the FREE UT3 ENGINE ALREADY HAS.

To be honest, the fact that they're having to code DX11 in rather than it being already in would seem to hint at the fact that the engine doesn't support it natively... Let's just say I'll be using UT3 before I'll be using CE3.

- Tessellation & Displacement (Lots of it!!) - true and one of the only feature missing in Crysis 2 atm
- DX11 MSAA Hair - fur rendering is already present but deactivated
- DX11 Subsurface scattering - don't know if it's in there now but yes
- Enhanced Bloom - not true not DX11 related
- Apex Clothing - not true as physics can be run on a couple of middleware api's or Cryteks own implementation
- High quality shadows - already there, as they already have nice GI and cascading in crysis 2
- Bokeh Deep of Field - already there
- Shadowed point light reflection - also there
- DX11 deferred rendering with MSAA support - already there
- DX11 Imaged based reflections - not sure but should be there yes
- Color grading - already there
- Cascade shadow mapping - like above already there
- Light shafts - already there
- Seamless lighting transition - already there
- Realistic foliage - not true to be dx11
- Soft-Edge motion Blur - already there.

It's funny how people look at the new UT3 updated engine and really think that it's better than CE3, CE3 already has all the features and more, them not being enabled atm is a different story.

nice to see nobody mentions that UT3 finally is heading the sandbox way ow wait didn't we already have that in CE1/CE2/CE3?

At this moment it's UT3 engine following/borrowing from CE3 interface wise and the supported features list isn't that impressive tbh. UT3 engine is lacking atm not CE3
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remi lasisi
 
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Post » Sat May 07, 2011 7:33 pm

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

So basically you want the game to run worse than Crysis 1 did.

I do. at least I want the options.
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Nuno Castro
 
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Post » Sun May 08, 2011 8:52 am

in order to be a real DX11 patch, it needs to have:


- Tessellation & Displacement (Lots of it!!)
- DX11 MSAA Hair
- DX11 Subsurface scattering
- Enhanced Bloom
- Apex Clothing
- High quality shadows
- Bokeh Deep of Field
- Shadowed point light reflection
- DX11 deferred rendering with MSAA support
- DX11 Imaged based reflections
- Color grading
- Cascade shadow mapping
- Light shafts
- Seamless lighting transition
- Realistic foliage
- Soft-Edge motion Blur

Yeah, you know, like the FREE UT3 ENGINE ALREADY HAS.

To be honest, the fact that they're having to code DX11 in rather than it being already in would seem to hint at the fact that the engine doesn't support it natively... Let's just say I'll be using UT3 before I'll be using CE3.
I'm glad that I'm aware about DirectX coding. What makes me unhappy is people like you spreading misinformation. What's the point of this misinformation? Nothing other than to discredit Crytek with anything your little noggin thinks of.

For your own information.. Even though it doesn't have native support. It can be patched in relatively easily. It just matters on the time they take on creating this patch. If they take their time with it, it will be better than Crysis one. You should do at least a little research before making conclusions. Conclusions based on assumptions are almost always wrong.
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Nick Jase Mason
 
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