More DX11

Post » Mon Dec 12, 2011 12:35 pm

I just wanted to ask if more DX11 effects could be added. More tessellated walls and more surfaces with POM (although this is not a DX11 exclusive), for example on cobblestones or concrete columns and untessellated walls (which I think they could be tessellated).
The patch is a bit bland and I think more could be added on it without a big hit in performance (or at least not as big as the first jump is already done).

I'm not underestimating in any way the work done on this patch, but if it could be made more noticeable it would help to justify more the activation of DX11 and loss of frames per second.

Also, people with DX10 and DX10.1 cards could have access to much of the "new" effects, and as far as I'm concerned multithreaded rendering is not used so it is even easier if not automatic.

By the way, I'm hating my TN panel just for the new color tone mapping.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Mon Dec 12, 2011 12:11 pm

read that.. and read that carefully!
http://www.gamesas.com/sites/default/files/support/download/c2_dx11_ultra_upgrade.pdf

"However, we found out that the current hardware is still not fast enough to tessellate an entire world and there are fundamental issues with tessellation and displacement mapping that hardware vendors did not anticipate. These include visual glitches with decals, character foot IK and geometry intersections. Such issues were addressed by the Art department with a balanced usage of deferred decals and parallax occlusion mapping."
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Mon Dec 12, 2011 2:11 am

I did it. However I still think something more could be done. I'm not proposing full tessellation (although if tessellation was graduable as in 3D Mark or other benchmarks, people with SLI/Crossfire with two or more GPUs would receive the benefits). There are times when POM is hardly noticeable or distinguishable from the normal DX9 version, and I'm talking of closed rooms, not just open areas, so I don't really know if it's being applied there or not.

If I'm using the DX11 is for the HDR full resolution motion blur and general lack of blurriness as opposed to DX9, although is nice to see from time to time tessellated bricks.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Mon Dec 12, 2011 7:12 am

I did it. However I still think something more could be done. I'm not proposing full tessellation (although if tessellation was graduable as in 3D Mark or other benchmarks, people with SLI/Crossfire with two or more GPUs would receive the benefits). There are times when POM is hardly noticeable or distinguishable from the normal DX9 version, and I'm talking of closed rooms, not just open areas, so I don't really know if it's being applied there or not.

If I'm using the DX11 is for the HDR full resolution motion blur and general lack of blurriness as opposed to DX9, although is nice to see from time to time tessellated bricks.
Yeah the aa is alot less blurry. Particularly on the trees. The shadows and ao are very nice in dx11 too.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Mon Dec 12, 2011 3:20 pm

they should definitely NOT.. my game runs under ULTRA settings more or less smooth! it's perfect now!
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Mon Dec 12, 2011 9:15 am

they should definitely NOT.. my game runs under ULTRA settings more or less smooth! it's perfect now!

Nah, it's not perfect. I have DX11 with all on ultra and I barely can't detect any difference at all.
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Mon Dec 12, 2011 12:03 pm

o_O... sure
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Mon Dec 12, 2011 2:26 am

o_O... sure
I'm not joking, really.
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Mon Dec 12, 2011 12:26 am

o_O... sure
I'm not joking, really.
Check the world outside its not everything tessellated. Some bricked walls appear to be flat not tessellated same as floor in buildings and outside... not everything have to be bumpy and such.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Mon Dec 12, 2011 3:49 pm

o_O... sure
I'm not joking, really.
Check the world outside its not everything tessellated. Some bricked walls appear to be flat not tessellated same as floor in buildings and outside... not everything have to be bumpy and such.
If there are bricks with cement, then they're bumpy. I live in a building with bricked walls, and althought the bricks are flat, the spaces between them aren't. Same on the buildings around me. The joints never are 100% flat except if there's no space at all between them (like the floor of my apartment). However, Gould's building floor is tessellated. Even concrete columns should be tessellated to generate geometry around joints. World is not flat. If it was flat then games should have pure flat textures. That's why they say today's hardware is not powerful enough to tessellate a full world.

I'm talking of walls with the exact same texture or structure, sometimes are tessellated and some not. For example the parking at the beginning of the game (building also available in a map on the multiplayer mode).

Reflections on cars still are highly unrealistic. And blurriness while moving still isn't fully satisfactory, although it has somewhat improved, it is not near Crysis 1 where the blur is only applied when you move your camera but not on objects that move around you, the feeling of needing to wear glasses is still there.

PS: Ah, the game is multithreaded, but my CPU only reaches 50% at most distributed through 4 cores.
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm


Return to Crysis