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The witcher 2: Takes a big dump on DX11, and puts any DX10/11 game to shame. - Page 4

post #31 of 51
All I know is witcher is one of the best looking games I've ever played. dx 9, 10 11 or 20.
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post #32 of 51
I don't get what people's problems are...

DX11 is just an API, it adds some stuff you can't do in DX9, or enables you to do stuff that would be too performance taxing in DX9.

Yes, the witcher looks good in DX9, but would it look better if some of the DX11 features were coded in? Of course. However, that's not to say that DX11 support would have been the best option for CD Projekt.

When people get annoyed about not having DX11 support, it's just because it seems (and often is) because of developers being 'lazy' (although it's not usually this, it's usually budget/development time constraints). When you have the features of this new API it's nice to see them being utilised, as they do make games look better in these aspects.

However, you could shove as much tesselation in a game as you want, but if you still only use crap textures and unrealistic character models the game isn't magically going to look great. However, if you have two games which are great in most graphical aspects, and one with tesselation and one without, the DX11 game is going to look better.

The Witcher 2 looks good in general without DX11, sure, but it has poor shadows and other aspects that would be improved had the DX11 API been used for these features.
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post #33 of 51
Quote:
Originally Posted by Rabbs View Post
Witcher 2 proves that DX11 ain't all that in a bag of chips. If other devs knew what they were doing like CDPR, then people wouldn't argue about DX9 and want DX11.
There hasn't been a single game built with DX11 from the ground up. I even doubt BF3 will be a DX11 game from the ground up. Everything so far has been created in DX9 and DX11 patched in, whether in-house or post release. You haven't seen much of a difference because of that. When the new consoles are released, things will change.

DX9 is great, but if there's new tech the devs can take advantage of, they should.
Also, every dev isn't as talented as the other. Only a handful of devs can truly create beautiful games.
I wouldn't expect and indie/small dev team to produce the same level of work with DX9 as Crytek.
Edited by WorldExclusive - 6/4/11 at 9:16am
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post #34 of 51
Even with ubersampling shadows are not great looking, overall for a dx9 game it sure is pretty though.
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post #35 of 51
Quote:
Originally Posted by Murlocke View Post
It's DX9 and the shadows are terrible unless you enable ubersampling, which pretty much no system can handle at the moment...

I would of preferred a DX11 version with improved shadows...
Does Umbersampling get rid of the flickering or moving shadows/buildings ?
post #36 of 51
Quote:
Originally Posted by Rabbs View Post
Witcher 2 proves that DX11 ain't all that in a bag of chips. If other devs knew what they were doing like CDPR, then people wouldn't argue about DX9 and want DX11.
What DX11 gives is more efficiency which in theory allows for more better graphics to be implemented. Also it brings some small enhancements.

If witcher 2 was DX11, it would look the same but have better frame rate and a few small things like better shadows as the devs can only produce so much. We haven't seen one DX11 game and devs will have to make better textures and upgrade their engine to include better lighting to take advantage of on-paper potential which jacks the cost up.

All we've seen so far is tacked on DX11, which hardly any consumer can tell.
Edited by routek - 6/4/11 at 12:00pm
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post #37 of 51
But the DX11 game puts Witcher 2 to shame because they would have run the same image but double the framerate.

Sure the game looks great, but running it at 40 fps is not great.
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post #38 of 51
I just took some screenshot comparisons in metro 2033 I think it's a significant difference between DX11 and DX9. Lighting and shadows are quite a bit better in DX11.
Like 20fps difference however. Unless you're standing still examining the game in detail however I don't think many would notice the difference. This is why I still have so much fun playing team fortress 2.
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post #39 of 51
Quote:
Originally Posted by flyingsaucers View Post
Lol, plenty of systems can handle ubersampling. My system can handle ubersampling @ 40 fps average, and I ain't runnin' no 6990's, brah.
Quote:
Originally Posted by Murlocke
which pretty much no system can handle at the moment...
Sure you can 'brah'. 6990/GTX 590 don't even get 40fps average with Ultra+Uber. Please link me to a benchmark that says otherwise.

I could see you getting 40fps at times, but no way 40fps average. You will constantly be dipping into the 20s and teens on your sig rig according to every TW2 benchmark out there. I would consider my quote dead-on. Dipping to those FPS is not exactly "handling" the game.

Quote:
Originally Posted by raizooor3 View Post
Does Umbersampling get rid of the flickering or moving shadows/buildings ?
It GREATLY reduces it, but still noticable at times.
Edited by Murlocke - 6/4/11 at 12:24pm
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post #40 of 51
Quote:
Originally Posted by Murlocke View Post
Sure you can bro. 6990/GTX 590 don't even get 40fps average with Ultra+Uber. Please link me to a benchmark that says otherwise.

I could see you getting 40fps at times, but no way 40fps average.



It GREATLY reduces it, but still noticable at times.

I'm back on SLI 580's, and I get about 40-60 fps average at 2560x1600. Everything maxed but Ubersampling and Motion Blurr.

I wish I could turn Ubersampling on and still get playable framerates, I'm just in the Prologue and I can't stand the flickering/moving shadows. Thats the reason why I never played the Assassins Creed Series. I completely dislike it, and will abandon a game, no matter how good the content is. It's very distracting for me.
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