» Tue May 17, 2011 8:11 am
Brink doesn't use DirectX at all - it is a modified version of id Tech 4, which is an OpenGL based engine (a direct competitor to Microsoft's DirectX) http://en.wikipedia.org/wiki/Id_Tech_4
Hopefully the fact that it is a modified version of an older engine will introduce some graphical enhancements, but i doubt you will see anything akin to tessellation or other DX11 effects.
Splash Damage have mentioned the possibility of switching to a DX based engine in the future, but at the minute they prefer to develop using the tools they are comfortable with.
*edit* there is some nice info here about the PC development and features: http://www.pcgameshardware.com/aid,691212/BRINK-Multi-core-support-and-better-scaling-on-the-PC/News/
Besides the already mentioned Virtual Texturing, we have moved over from shadow volumes to shadow buffers. While shadow volumes still have their place and some of their properties are still preferable, the overall look of the game benefits from having the smoother look of blurry shadows as a result of shadow buffers. Our artists definitely agree with this.
The engine features a powerful material and shader system allowing us to have many varying ways of rendering surfaces. Parallax mapping, anisotropic lighting and various other techniques are also used to create the look desired for the game.
We have spent some time making sure our whole rendering pipeline is gamma-correct as well. All our lighting calculations are done correctly in linear colour space, resulting in a much more predictable output. One of the areas where this is most noticeable is on lighter surfaces, where we no longer get undesirable highlights.
As graphics hardware gets more powerful, it allows us to do more and more effects through post processing. A wide range of techniques is available to us here, such as motion blur and depth of field.
Being an OpenGL game the situation is a bit different for us. We look at new hardware coming out and see if there are any features we can make use of. API- only changes, such as the move to per-thread render contexts, don't apply to us at all. Interestingly enough we are running per-thread GPU context internally in our renderer for the consoles and might well apply this to the PC platform too.
DirectX 11 class hardware does offer several features that will become very interesting to use in the future. Finally being able to do correct per-sample operations will make correct MSAA doable for deferred techniques. Tessellation is also an appealing avenue for the artists to use as it can greatly improve the quality of rendered art. It does require custom-made art though, making it hard to warrant the investment until it is available on all platforms.