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[TPU] There Won't Be a DirectX 12; Battlefield 4 Part of Next Bundle: AMD Vice President - Page 8

post #71 of 92
Quote:
Originally Posted by 8800GT View Post

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

It isn't ANYTHING with textures. Tessellation is a tech used to give more detail to meshes . Whether the mesh is used with a texture or gradients (texture less mesh) doesn't change the tech.
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post #72 of 92
Off topic but how are Pixar movies rendered anyway? Presumably they use racks of pro series cards?
post #73 of 92
Quote:
Originally Posted by Majin SSJ Eric View Post

Off topic but how are Pixar movies rendered anyway? Presumably they use racks of pro series cards?

They use RenderMan for the software if I recall correctly. Racks is an understatement. I'm sure they use a multitude of CPUs and GPUs to process it.
    
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post #74 of 92
Name one OpenGL game that looks better than a DX9-D11 game? would like to know. and when it comes to tessellation bf3 uses it for its distance terrain when running high - ultra they even made a scientific publication of it thumb.gif
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post #75 of 92
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Originally Posted by QSS-5 View Post

Name one OpenGL game that looks better than a DX9-D11 game? would like to know. and when it comes to tessellation bf3 uses it for its distance terrain when running high - ultra they even made a scientific publication of it thumb.gif

OpenGL and DX have traded hits every year. Neither is better, both are relatively on par with each other, at least in graphics. And all this talk of tessellation like it's special, OpenGL had it what.. 3? 4? years before DX got the update, it's nothing new. But that's the difference between closed source and open source. Closed source ( DX ) you have to wait for Microsoft to give you the update with these features, which sometimes takes years. Open Source ( OpenGL ) you normally get the feature within a week of new cards capable of it being released.

As for games, poor question as Microsoft played dirty to get developers to use it over OpenGL. World of Warcraft has a OpenGL version though, and a lot of games from several years ago when gaming was more about quality over quantity ( how many sequels can we make to each game franchise every year ), usually came with both a DX/D3D or OpenGL option. At least most of the ones I was playing did.

But you can go take a look at Heaven Benchmark which can use OpenGL and it's hard for most to tell a difference, simply because like I said earlier, neither is better in terms of graphics. DX http://unigine.com/products/heaven/
post #76 of 92
Quote:
Originally Posted by mushroomboy View Post

It isn't ANYTHING with textures. Tessellation is a tech used to give more detail to meshes . Whether the mesh is used with a texture or gradients (texture less mesh) doesn't change the tech.
I always thought tessellation was just displacement mapping technology. Thanks for taking the time to correct me
post #77 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.

Bingo.
post #78 of 92
DX9 is still used by major hits on PC so why DX12 should come out ?? who is waiting for it ?? DX11 is still not well optimized in most PC games so DX12 is unnecessary at all
post #79 of 92
Quote:
Originally Posted by 8800GT View Post

I always thought tessellation was just displacement mapping technology. Thanks for taking the time to correct me

It is, you can displace a wire mesh. But without that mesh, you can't do any tessellation. It also applies to wireframe models, I don't believe you need a mesh for that? Either way, tessellation isn't about the textures at all as you can tessellate base models that have no texturing. Wireframe mode? I haven't read up on it as far as the development side goes, isn't an interest.
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post #80 of 92
Quote:
Originally Posted by Raghar View Post

Dunno man in this case I have tesselation on ultra.
[IMG ALT=""]snip[/IMG]
[IMG ALT=""]snip[/IMG]
Im sorry, I must have missed when OpenGL 4.0 came out finally supporting tesselation, what, some 3 years after it was in DX11? Im all for open source thriving, but I certainly do not want a situation where we lose one competitor so I will be happy that both exist. And based on the samples you provided, I cannot see any major differences between the two (I took them to full size, perhapse seeing in live might be different?) So kudos to them to add a feature that it was lacking, but that is just them keeping up, when was the last time that OpenGL was the first to showcase a new feature that Microsoft had to catch up to?
Quote:
Originally Posted by Raghar View Post

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.

Bloom is better than it used to be, but ok, it is likely still not perfect, and DoF is a brand new feature, and does in fact serve a purpose with trying to recreate real life. Yes, it goes against the notion of computer graphics, but then, many things do that... Lighting goes against the notion of computer graphics... why we could have EVERYTHING at full brightness all the time (and in fact used to, 16 bit games had no real lighting effects was just different color pallets), the point is that we are trying to recreate real life, so DoF is a natural consideration, especially in cutscenes where things are supposed to look and feel like it is being filled on a real camera which would have zoom and focus.

Both of these are cases toward a better DirectX version since they are still lacking.

AA like we have it now, has never been used in game before. I was not advocating that AA was new, I was advocating that they have made magor improvements to it. Polygons are not new, but to suggest that they have made no improvements to the polygon counts would be silly. SMAA (DX11 only feature) allows for AA on objects and shadows that before could not have any AA on them, like the shadows on the gun you hold in your hand in a first person shooter.

Speaking of shadows, (and reflections for that matter) look at crysis 3 or the tech demo I linked above, you are getting shadows and reflections on surfaces that never had reflections on them before. That scene in the clip showing the lights from the building being reflected off the wet road is a prime example of this. If it did exist in the past, it was in a very BASIC state, and not properly reflected. Seeing your characters shadow on the wall in crysis without in being all pixelated, and the reflections off the watery surfaces all highlight these advances.

Finally smoke is better thanks to tesselation. Just because you have this crappy puff cloud that you want to call smoke does not mean that it looks realistic, which was the whole point of all of this. These features now look more realistic. If you really think your PS1 game has the same fidelity of graphics that Crysis 3 has, then by all means, stay with the past.

I am not suggesting that any of these features are new (with exception for DoF, again as far as I know that is brand new, and of course tesselation), what I am suggesting is vast improvements on these features, and if you cannot see the difference between them, then I am sorry.
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