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[HeXus] NVIDIA GameWorks Technologies and WaveWorks demonstrated in Dagor Engine 4.0 - Page 3

post #21 of 42
Still not GTA V.
    
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post #22 of 42
Haha, those waves are like gel
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post #23 of 42
Quote:
Originally Posted by Shadowarez View Post

Just like ID they cant seem to put sli/xfire support in there engines or games who wants to bet doom will be another example of why more powerfull single cards still way to go. Till sli/xfire finally matures so games actually use it.

My two Titan X cards run around 90% with settings maxed in surround. Get 80-150fps depending on map with tanks. Plane are always over 100. SLI seems to work for me.
 
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post #24 of 42
Quote:
Originally Posted by PirateZ View Post

Plan And Result:

Gameworks buried Kepler.....People ran to Maxwell.

Waveworks Will Bury Maxwell........People will Run to Pascal.


Cha-CHING
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post #25 of 42
Quote:
Originally Posted by PirateZ View Post

Plan And Result:

Gameworks buried Kepler.....People ran to Maxwell.

Waveworks Will Bury Maxwell........People will Run to Pascal.

or...

You can turn the option off.

Insane i know.
post #26 of 42
Super unimpressed by this. The waves look terribly off and fake (physics). The graphics in general for everything shown does not impress. Looks like a game that's a few years old.
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post #27 of 42

So they took War Thunder, cranked the contrast slider way up, and made it consume a 50% more system resources.

 

Fantastic. 11/10 would buy again.

   
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post #28 of 42
Why are all these proprietary effects needed these days? Crysis 1 had water that looked as good back in 2007...EIGHT years ago. Sure it might not have been "technically" as good...but who cares about technicalities when the water looks as horrible as it does in this video?

Just seems odd that effects that should be more natural entities of newer game engines seem to need Nvidia for some reason to do things that should already be done.

Oh well, chop this up as another game that'll unnecessarily run like crap at max settings for no reason with effects that don't look as good as a 8 year old game. That's the gaming industry for ya! Thank developers for allowing this stuff! Nothing better than having millions of dollars and deciding to not develop "waves" on your own...makes sense. They are after all so hard to produce said no other game ever.
post #29 of 42
Quote:
Originally Posted by AndroidVageta View Post

Why are all these proprietary effects needed these days? Crysis 1 had water that looked as good back in 2007...EIGHT years ago. Sure it might not have been "technically" as good...but who cares about technicalities when the water looks as horrible as it does in this video?

Just seems odd that effects that should be more natural entities of newer game engines seem to need Nvidia for some reason to do things that should already be done.

Oh well, chop this up as another game that'll unnecessarily run like crap at max settings for no reason with effects that don't look as good as a 8 year old game. That's the gaming industry for ya! Thank developers for allowing this stuff! Nothing better than having millions of dollars and deciding to not develop "waves" on your own...makes sense. They are after all so hard to produce said no other game ever.

Everyone on here wants devs to push the hardware, they do, and then everyone suddenly complains. I don't get it.
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post #30 of 42
Sounds like it should be called "Lighting-based Renderer" and not "Physics-based Renderer". I hope that they have different profiles for metal, wood, etc. because you can have shiny metal, rusy metal, chrome-covered, etc. Each one would produce different type of reflection or non-reflection, etc.
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