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[TPU] There Won't Be a DirectX 12; Battlefield 4 Part of Next Bundle: AMD Vice President - Page 7

post #61 of 92
Quote:
Originally Posted by XAslanX View Post

Of course there wont be for a while. Console games are still DX 9 and we've only scratched the surface with DX11 on PC, expect that to change when next gen consoles are released.
This. With 4D Ray tracing, Advanced Per vector/pixel tessellation and Volumetric Caustic technology it is laughable the technology that could be utilized right now and isn't. Same with Anti aliasing. Whatever happened to Texel and pixel Aliasing? I remember reading it in a post a long time ago and bam. never happened. Texture filtering mixed with hardware texel aliasing would be awesome. But I digress
post #62 of 92
Quote:
Originally Posted by Chickensevil View Post

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?
Dunno man in this case I have tesselation on ultra.



Quote:
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....
Smoke is easy, it started with volumetric fog support more than 10 years ago.
Shadows were common before DX11.
AA, wasn't it IBM that did 32xsupersample AA in real time 20 years ago, or was it 16x, or 64x?
Reflections: PS1 game Tales of Eternia had reflection in mirror.
Depth of field is a vomit inducing feature that violates basic premise of computer graphic (in games).
Bloom is atrocious feature, I tend to disable bloom to improve graphics.
Edited by Raghar - 4/6/13 at 3:37am
post #63 of 92
Since Console are still using Directx 9 and PC games start using Direct x 11 i do not think there is much need for more directx , hope gameplay and storytelling is improving at least
post #64 of 92
So many people on here are boycotting EA now, but they whole heartily support AMD which is supporting EA with these packages. Irony?
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post #65 of 92
Quote:
Originally Posted by sepheroth003 View Post

So many people on here are boycotting EA now, but they whole heartily support AMD which is supporting EA with these packages. Irony?

Who in this thread is boycotting EA?
post #66 of 92
i'm pretty sure within a decade, we're on OpenGL and Linux... Though, do we have to still update GPUs for every new OpenGL standard that comes out like DX was?
     
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post #67 of 92
Quote:
Originally Posted by Chickensevil View Post

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....


Tessellation has been around for donkeys, there were games on the first xbox that used it !

Engineered Tessellation engines in DX11 GPU's just does the work faster and more adaptive with less work from the Devs. Pretty much ANY effect is possible without Direct X on other platforms,


Example was Toy Story 3 rendered using DX11 , Was any Lucasfilm effect ?
post #68 of 92
Quote:
Originally Posted by phill1978 View Post

Tessellation has been around for donkeys, there were games on the first xbox that used it !

Engineered Tessellation engines in DX11 GPU's just does the work faster and more adaptive with less work from the Devs. Pretty much ANY effect is possible without Direct X on other platforms,


Example was Toy Story 3 rendered using DX11 , Was any Lucasfilm effect ?

Xbox 360 is the first xbox to have tessellation support. The idea behind tessellation isn't something we generally apply to pre-rendered objects such as movies. You can do a lot more with that tech, though real time tessellation isn't something even the 360 can do (well). The resources aren't their, for either current gen console. So this next gen of consoles is going to be a massive leap when you look at the tech and the abilities.
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post #69 of 92
Quote:
Originally Posted by XAslanX View Post

Of course there wont be for a while. Console games are still DX 9 and we've only scratched the surface with DX11 on PC, expect that to change when next gen consoles are released.

the 360 uses an early version of DX10
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post #70 of 92
Quote:
Originally Posted by phill1978 View Post

Tessellation has been around for donkeys, there were games on the first xbox that used it !

Engineered Tessellation engines in DX11 GPU's just does the work faster and more adaptive with less work from the Devs. Pretty much ANY effect is possible without Direct X on other platforms,


Example was Toy Story 3 rendered using DX11 , Was any Lucasfilm effect ?
It has not. Tessellation isn't detailed textures, it's a technology applied to textures that give it the tessellated look and 3D depth to textures. And movie rendering and GPU rendering are different because of the type of effects they use. Toy story probably used tens of gpu's rendering for days just to get the 29fps
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