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[TPU] There Won't Be a DirectX 12; Battlefield 4 Part of Next Bundle: AMD Vice President - Page 6

post #51 of 92
while I know nothing when it comes to programming games, I feel personally DX11 still has plenty of life left in it. good old openGL, nice to see it still survives. yes I still play games and buy games. but if MS kills DX then there wont even be a need for me personally to buy another MS OS. Ive heard rumors flying around that MS as we know it will be gone in 10 years or less. Steam can be run on Linux, and if all my present steam games can be run on Linux then just because they are tied to my steam account....then why would I even bother with another MS OS, when I can just get into Linux and be done with it. I've played with Fedora and Mint and DSL and find them to be fun.....but the thing that grinds my gears on fedora is the less then year life span on it before they release another version. there are days I highly consider switching to Linux just because. i'm sure my present PC hardware would easily and gracefully run any Linux 64 bit distro
 
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post #52 of 92
As I said in previous thread:
OpenGL is better.

Thus DX12 is irrelevant.
post #53 of 92
Quote:
Originally Posted by .:hybrid:. View Post


Why is it nobody can give a straight answer to my questions?

Do you guys just want a higher number? Call that progress?

How about realistic physics for all rendered assets in a game-world? How about full interactivity with all of the assets & scenery in a game-world?

Here's an example: Currently, interactivity in most shooters means that if you shoot a chair, you get to see a bullet decal appear on the chair. Maybe, if you're playing BF3 or Crysis, the chair will splinter and break. But it makes no difference whether you shoot the chair with a pistol or a bazooka - there is one breakage pattern & that's all you'll ever see. Imagine if shooting the leg of the chair with a pistol knocked the chair over & the enemy NPC who's sitting in the chair falls on his butt and drops his gun. That's realism. That's interactivity. More realism, more interactive, means greater immersion. Greater immersion means a better game, period. I call that progress.

Hell, most shooters are still passing off a player-character that's nothing more than floating arms and a gun. We haven't even gotten to a point in video game tech where legs on your avatar are a given. There is a LOT that can be done to improve the gaming experience, from little details like textured cloth to massive game-changers like real-world physics. And yes, at this point, games need these advances or they will stagnate. Video game tech has been stagnant for 5 years at least now thanks to current gen consoles. It's time to move forward.
post #54 of 92
Quote:
Originally Posted by flyingsaucers View Post

How about realistic physics for all rendered assets in a game-world? How about full interactivity with all of the assets & scenery in a game-world?

Here's an example: Currently, interactivity in most shooters means that if you shoot a chair, you get to see a bullet decal appear on the chair. Maybe, if you're playing BF3 or Crysis, the chair will splinter and break. But it makes no difference whether you shoot the chair with a pistol or a bazooka - there is one breakage pattern & that's all you'll ever see. Imagine if shooting the leg of the chair with a pistol knocked the chair over & the enemy NPC who's sitting in the chair falls on his butt and drops his gun. That's realism. That's interactivity. More realism, more interactive, means greater immersion. Greater immersion means a better game, period. I call that progress.

Hell, most shooters are still passing off a player-character that's nothing more than floating arms and a gun. We haven't even gotten to a point in video game tech where legs on your avatar are a given. There is a LOT that can be done to improve the gaming experience, from little details like textured cloth to massive game-changers like real-world physics. And yes, at this point, games need these advances or they will stagnate. Video game tech has been stagnant for 5 years at least now thanks to current gen consoles. It's time to move forward.

Watch this:
http://www.youtube.com/watch?v=3bKphYfUk-M

euphoria physics from LucasArts...to bad they've been disbanded though.
post #55 of 92
Quote:
Originally Posted by flyingsaucers View Post

How about realistic physics for all rendered assets in a game-world? How about full interactivity with all of the assets & scenery in a game-world?

Here's an example: Currently, interactivity in most shooters means that if you shoot a chair, you get to see a bullet decal appear on the chair. Maybe, if you're playing BF3 or Crysis, the chair will splinter and break. But it makes no difference whether you shoot the chair with a pistol or a bazooka - there is one breakage pattern & that's all you'll ever see. Imagine if shooting the leg of the chair with a pistol knocked the chair over & the enemy NPC who's sitting in the chair falls on his butt and drops his gun. That's realism. That's interactivity. More realism, more interactive, means greater immersion. Greater immersion means a better game, period. I call that progress.

Hell, most shooters are still passing off a player-character that's nothing more than floating arms and a gun. We haven't even gotten to a point in video game tech where legs on your avatar are a given. There is a LOT that can be done to improve the gaming experience, from little details like textured cloth to massive game-changers like real-world physics. And yes, at this point, games need these advances or they will stagnate. Video game tech has been stagnant for 5 years at least now thanks to current gen consoles. It's time to move forward.

But physics has nothing to do with DirectX
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post #56 of 92
Quote:
Originally Posted by EastCoast View Post

Watch this:
http://www.youtube.com/watch?v=3bKphYfUk-M

euphoria physics from LucasArts...to bad they've been disbanded though.

You mean Euphoria physics from NaturalMotion. Lucasarts has nothing to do with it other than being a licensee. Rockstar used Euphoria for GTA IV too.

Quote:
Originally Posted by .:hybrid:. View Post

I don't. I'm not a dev by any means, but exactly what new features do we need?

It seems like partially resident textures is a thing
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post #57 of 92
Quote:
Originally Posted by .:hybrid:. View Post

But physics has nothing to do with DirectX

Your original post states: what new features do you need?

Well, of course the new features that we need aren't available in our current API. That's why they'd be "new features." thumb.gif
post #58 of 92
Quote:
Originally Posted by flyingsaucers View Post

How about realistic physics for all rendered assets in a game-world? How about full interactivity with all of the assets & scenery in a game-world?

Here's an example: Currently, interactivity in most shooters means that if you shoot a chair, you get to see a bullet decal appear on the chair. Maybe, if you're playing BF3 or Crysis, the chair will splinter and break. But it makes no difference whether you shoot the chair with a pistol or a bazooka - there is one breakage pattern & that's all you'll ever see. Imagine if shooting the leg of the chair with a pistol knocked the chair over & the enemy NPC who's sitting in the chair falls on his butt and drops his gun. That's realism. That's interactivity. More realism, more interactive, means greater immersion. Greater immersion means a better game, period. I call that progress.

Hell, most shooters are still passing off a player-character that's nothing more than floating arms and a gun. We haven't even gotten to a point in video game tech where legs on your avatar are a given. There is a LOT that can be done to improve the gaming experience, from little details like textured cloth to massive game-changers like real-world physics. And yes, at this point, games need these advances or they will stagnate. Video game tech has been stagnant for 5 years at least now thanks to current gen consoles. It's time to move forward.

Yeah. I agree, the next step for immersion is physical and physics everything. Graphics have been more than acceptable for a while now, it's the core gameplay which have kept games feeling stagnant and fixed, much like a movie set. Playing in a world which could be deformed and remain malleable in any aspect would add far more realism than adding another layer of post processing.
Quote:
Originally Posted by .:hybrid:. View Post

But physics has nothing to do with DirectX

Right, and why do you think AMD is predicting a graphics slump? Physics is an area in gaming which can be expanded upon virtually without an end and AMD has the API to push it with (so does NV).
Edited by pengs - 4/5/13 at 11:22am
post #59 of 92
Quote:
Originally Posted by Alatar View Post

What, you think companies like EA are giving them away for next to nothing?

They might be getting them at bulk prices but you can be sure that they're paying a pretty penny for it.

They are very likely getting them for a very low price, as part of the deal is co-marketing. AMD is marketing these games through these never settle bundles and the advertisments for the never settle bundles. Marketing costs are huge, making up a large percentage of a game's total budget, so this extra marketing is a welcome way to help reach a wider audience without spending more money.

That is why AMD is paying next to nothing for these games.
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post #60 of 92
For everyone saying that openGL is just as good or better than DX11, I love how the comparisons between the two always has tesallation disabled on DX11... so the biggest thing that DX11 brought to the table, you are going to disable it and then suggest that DX11 is worthless. Whaaaa?

Edit:
Just for a quick showcase since people also seem to forget everything that DX11 brought to the table:
http://www.youtube.com/watch?v=KzjsTt_DzCw

None of these are physics based enhancements, and things we are only JUST starting to see worked into games since the consoles have been holding us back. When you look at DX 9 or DX 10, do you think that the gamer "knew" what was needed in order to make something look better? No. If I knew what new features were needed, I would probably be out there making it myself. Instead all we can do is sit there saying that things could still look a lot better.

Crysis 1 looked amazing for its time, and it ran on DX9. People thought then, there was nowhere to go, that was the top. Then we get DX11 and see all the little things they have added as far as lighting, smoke, shadows, AA, reflections, depth of field, bloom....
Edited by Chickensevil - 4/5/13 at 10:26pm
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