Post PC features here

Post » Sun Jun 27, 2010 9:52 pm

So im guessing just throwing it out there that this game will be on the PC, but what does that entail. Will it have support for DX11, will it support eyefinity or 3d, Cuda, Physx, will it have tessellation, procedural effects in what way will this push the technical boundaries of gaming.

Post all relevant info here.

GO GO
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matt
 
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Post » Sun Jun 27, 2010 6:40 pm

*Mods
*Better Graphics
*Mods
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Lovingly
 
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Post » Sun Jun 27, 2010 12:48 pm

A good, PC-centric UI. Is that confirmed?
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Dark Mogul
 
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Post » Sun Jun 27, 2010 8:28 pm

i am hoping for dx11 support
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Jessica Stokes
 
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Post » Sun Jun 27, 2010 4:04 pm

I'm hoping for some DX10/11 effects, PhysX, custom UI and advanced shaders.

What I know will be in the game (logically, anyway) is a farther draw distance, better texture resolution, AA/AF and mods.
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Bones47
 
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Post » Sun Jun 27, 2010 3:48 pm

A good, PC-centric UI. Is that confirmed?


Unfortunately, no. And from the screenshots it doesn't look too promising. Good thing that there will probably be a Darn like UI mod out within the first week of release.
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Julie Ann
 
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Post » Mon Jun 28, 2010 3:28 am

*Mods
*Better Graphics
*Mods


Have they even announced mod tools; because lately there games are becoming more console centric. but then again they have a good track record. A well there is always Witcher 2 they'll be release there SDK. Also mod tools cant add DX11, procedural effects, tessellation ect ect ect
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Ysabelle
 
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Post » Sun Jun 27, 2010 5:15 pm

A good, PC-centric UI. Is that confirmed?


an INTERESTING UI is confirmed. whether it's GOOD can't really be determined until we've had hands-on time with it.

physx seems unlikely. dx11...MAYBE, but i doubt in any meaningful capacity. honestly i'm not expecting any major differences between the PC and console versions except maybe better textures and more lighting/shadow options.
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patricia kris
 
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Post » Mon Jun 28, 2010 2:19 am

I doubt there would be tessellation. That'd make it a DX11 game, and the 360 is limited to DX 9.0c + a pseudo-tessellation system that is far from being as effective as the DX11' one.

Unless they "rewrite" the engine or they already have it written so it uses DX11 in PC, and DX9 in console...
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Epul Kedah
 
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Post » Sun Jun 27, 2010 8:43 pm

A good, PC-centric UI. Is that confirmed?


We have one image of what could be a character stats overview screen. Capable of showing a full 7 (!) stats at any given time it is probably the biggest waste of pixels I have ever seen :(
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Monika
 
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Post » Mon Jun 28, 2010 12:59 am

We have one image of what could be a character stats overview screen. Capable of showing a full 7 (!) stats at any given time it is probably the biggest waste of pixels I have ever seen :(

I was thinking just that, I chuckled when I first saw it.
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sw1ss
 
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Post » Sun Jun 27, 2010 9:56 pm

So im guessing just throwing it out there that this game will be on the PC, but what does that entail. Will it have support for DX11, will it support eyefinity or 3d, Cuda, Physx, will it have tessellation, procedural effects in what way will this push the technical boundaries of gaming.

Post all relevant info here.

GO GO

If DX11 is supported I expect some pretty great uses of Tessellation, rendering far off objects on the GPU tessellator slowly adding triangles. Basically the death of an LOD system. Better detailed character models.
Phsyx, dont think so. Advanced physics may be supported but run on DX11's compute shader so both ATi and Nvidia could take advantage of it.
Eyefinity and Nvidia surround Im sure will be supported.
3D? Dont see why not. Guessing 3D vision support.
Anything that could run on Cuda could run in DX11 for all GPU's.

I really just hope it does 2 things
1. Uses all the latest tools to make a game that will run great and be highly optimized, use DX11's ease of multithreading, make proper use of the CPU and GPU etc.
2.Use ALL of the PC platforms graphics features to provide the best looking PC game of the year. Something that looks beyond what we have ran on PC before.

Other things I think it will use for sure:
Multi GPU, Last engine was crap support for 2 GPU+ . Multi GPU is more popular than ever so I imagine great scaling with adding a second or even third GPU.
Native Quad Core support. My guess is they are maxing out the console CPU's to get the basicis done so a Quad will probably be minimum. Hopefully see it take advantage of up to 8 cores though.
64bit version? maybe itd give a memory intensive game more RAM to use!
PC UI
Mods
Command Console
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Cheville Thompson
 
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Post » Sun Jun 27, 2010 7:21 pm

Pin-point accurate mouse aiming.

That's a feature. Isn't it?

I'm guessing that they are shooting to make both versions identical again, which means ultimately the PC version will be limited to what the XBox 360 can produce. That is, until mods come into play.
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KRistina Karlsson
 
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Post » Sun Jun 27, 2010 4:45 pm

We have one image of what could be a character stats overview screen. Capable of showing a full 7 (!) stats at any given time it is probably the biggest waste of pixels I have ever seen :(


Ya, it almost looks like it could be worse than OB's, if that's possible.
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Romy Welsch
 
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Post » Sun Jun 27, 2010 9:56 pm

Pin-point accurate mouse aiming.

That's a feature. Isn't it?

I'm guessing that they are shooting to make both versions identical again
, which means ultimately the PC version will be limited to what the XBox 360 can produce. That is, until mods come into play.

That's what I'm afraid of.
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Cheryl Rice
 
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Post » Sun Jun 27, 2010 5:41 pm

That's what I'm afraid of.


I hope that for once is the opposite: The game is designed for PC, and watered down for consoles... :(
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Roanne Bardsley
 
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Post » Mon Jun 28, 2010 4:31 am

I can almost guarantee that Skyrim will support dx11. I really have no issue with any of the changes coming with Skyrim, in fact I'm incredibly optimistic about the game. It doesn't have to be a cookie cutter of the other games to be great, in fact change is always good in TES games, there has never been a game exactly like another on in the series.
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Kay O'Hara
 
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Post » Sun Jun 27, 2010 8:33 pm

Here's the thing as long as the engine HAS THE OPTION of utilizing DX11 effects THAT WOULD BE CASH, because then we could mod it in. Some developers would do that as a way to prep for future engine tweaks and future titles. As textures, LOD, lighting ECT ECT go it comes down to this one very important question THAT HAS YET TO BE ANSWERED AND WERE ALL JUST ASSUMING THE ANSWER IS YES

Will the game
have
Mod tools
aka
A construction set

Right now we are simply assuming it will without 100% conformation from Bethesda we do not know anything.
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Killer McCracken
 
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Post » Sun Jun 27, 2010 6:16 pm

I hope that for once is the opposite: The game is designed for PC, and watered down for consoles... :(


You dream sir oh you dream sir. HOPEFULLY we have mod tools.

Also The witcher 2.
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Chloe Botham
 
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Post » Sun Jun 27, 2010 9:11 pm

Here's the thing as long as the engine HAS THE OPTION of utilizing DX11 effects THAT WOULD BE CASH, because then we could mod it in. Some developers would do that as a way to prep for future engine tweaks and future titles. As textures, LOD, lighting ECT ECT go it comes down to this one very important question THAT HAS YET TO BE ANSWERED AND WERE ALL JUST ASSUMING THE ANSWER IS YES

Will the game
have
Mod tools
aka
A construction set

Right now we are simply assuming it will without 100% conformation from Bethesda we do not know anything.


Mods have been an important part both of the community and the lifespan of the games. Bethesda aren't so idiots to waste free sources of money and annoying tons of fans by not allowing them.

So, short answer: Skyrim will 99,999% surely support any kind of mods, and a CS will be released with the game, or very short after it's released.
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Jay Baby
 
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Post » Sun Jun 27, 2010 8:25 pm

I doubt there would be tessellation. That'd make it a DX11 game, and the 360 is limited to DX 9.0c + a pseudo-tessellation system that is far from being as effective as the DX11' one.

Unless they "rewrite" the engine or they already have it written so it uses DX11 in PC, and DX9 in console...

The 360's Tessellator is better suited for other things than what DX11 uses. They could have designed the PC version with DX10 as a base. its closer to 360 APi and easy to port between console and PC. Just Cause 2 did this. Built the engine to be DX10 exclusive on PC because it was easy to make a DX10 game on PC and also build one on consoles. DX11 is actually a subset of DX10. DICE made Frostbite 1.5 DX11 ready in only 3 hours. Of course adding tessellation would help but really all they have to do is strip down models to add tessellation or put the orginal high poly models in that they have to create anyway. Just use a displacement map. It wouldnt be hard. Even some engines support DX9-DX11. Look at AVP or Metro 2033. Both Run a DX9 version but both also use Tessellation. Metro using it a lot on characters as well as the environment.
Dont forget Nvidia and ATi pay to add these features into games. TESV is a HUGE title so having that "The way its meant to be played" or the little "RADEON" logo at start up will be very important to these companies.
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Rachel Hall
 
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Post » Sun Jun 27, 2010 3:27 pm

Mods have been an important part both of the community and the lifespan of the games. Bethesda aren't so idiots to waste free sources of money and annoying tons of fans by not allowing them.

So, short answer: Skyrim will 99,999% surely support any kind of mods, and a CS will be released with the game, or very short after it's released.


Same thing could of been said about dedicated server support for Call of duty :). Are the profits made from the PC SKU enough to warrant time and labor to the creation of mod tools? With the pirating of oblivion and fallout....WHO KNOWS

Cause you know when you assume.
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Gen Daley
 
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Post » Sun Jun 27, 2010 2:05 pm

The 360's Tessellator is better suited for other things than what DX11 uses. They could have designed the PC version with DX10 as a base. its closer to 360 APi and easy to port between console and PC. Just Cause 2 did this. Built the engine to be DX10 exclusive on PC because it was easy to make a DX10 game on PC and also build one on consoles. DX11 is actually a subset of DX10. DICE made Frostbite 1.5 DX11 ready in only 3 hours. Of course adding tessellation would help but really all they have to do is strip down models to add tessellation or put the orginal high poly models in that they have to create anyway. Just use a displacement map. It wouldnt be hard. Even some engines support DX9-DX11. Look at AVP or Metro 2033. Both Run a DX9 version but both also use Tessellation. Metro using it a lot on characters as well as the environment.
Dont forget Nvidia and ATi pay to add these features into games. TESV is a HUGE title so having that "The way its meant to be played" or the little "RADEON" logo at start up will be very important to these companies.


That's not what I've heard. In fact, I've heard 360' tessellation is so bad, only Halo: Reach has actually made some use of it (and still limited use). Now compare that to any DX11 tessellation-enabled demo.

DX11 is not a subset of DX10. It's DX10 which is a subset of DX9, while DX11 is a new version on it's own merits which has new features (tessellation, GPGPU support, compute shaders, multithread rendering..).

Same thing could of been said about dedicated server support for Call of duty :). Are the profits made from the PC SKU enough to warrant time and labor to the creation of mod tools? With the pirating of oblivion and fallout....WHO KNOWS

Cause you know when you assume.


COD is....well, COD ^^U

And TES is a totally different story.
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Ezekiel Macallister
 
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Post » Sun Jun 27, 2010 3:47 pm

having dx 11 stuff in a game doesnt require that you use a dx 11 card unless your a bunch of tools like the people that did shadowrun :sick: all that means is that you wont see the extras unless you have a dx 11 card. mass effect 2 had dx 10 stuff but i played that game just fine on a dx 9 card and stalker CoP had tesselation but it didnt require that you have a dx 11 card.

i hope they put some stuff in there simply for future proofing.
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Stacy Hope
 
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Post » Mon Jun 28, 2010 4:26 am

That's not what I've heard. In fact, I've heard 360' tessellation is so bad, only Halo: Reach has actually made some use of it (and still limited use). Now compare that to any DX11 tessellation-enabled demo.

DX11 is not a subset of DX10. It's DX10 which is a subset of DX9, while DX11 is a new version on it's own merits which has new features (tessellation, GPGPU support, compute shaders, multithread rendering..).

I said the 360's tessellator is better suited for other things that what DX11 uses. And more games than reach use it. It can draw geometry just not large amounts of it.

DX10 was a total rework of the DX APi . Thats why it was Vista only it worked with the brand new from the ground up driver model. DX10 rewrote the render stage and set new standards and had new needs. Thats why ATi and Nvidia had to make totally new architectures for DX10. Its completely new. DX11 is the exact same set of instructions with the exception of the compute shader stage and tessellation stage. They fit into the same DX10 pipeline. This is why DX10 hardware can run DX11 compute shader functions. Its a subset. Microsoft has said this many many times.
"Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. "
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Poetic Vice
 
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