Direct X 11
#1
Posted 15 June 2013 - 02:25 PM
#2
Posted 15 June 2013 - 03:09 PM
#3
Posted 15 June 2013 - 03:16 PM
#4
Posted 15 June 2013 - 06:32 PM
Stoicblitzer, on 15 June 2013 - 03:16 PM, said:
To clarify soon™
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Edited by Hexenhammer, 15 June 2013 - 06:41 PM.
#6
Posted 15 June 2013 - 10:34 PM
#7
Posted 15 June 2013 - 10:45 PM
#8
Posted 16 June 2013 - 01:38 AM
Jackpoint, on 15 June 2013 - 10:45 PM, said:
As I and others have said before, this statement is wholly false when taken at face value.
A newer DX version by itself causes ZERO graphics improvement. Artists and coders working on implementing DX 11 features do. As far as we know, there are currently no artists and coders working on introducing Tesselation and other features exclusive to DX 11.
THe ONLY thing "merely" switching over does is mage your GPU interface with teh DX11 API instead of the DX9 API, calling for exactly the same effects and commands in teh exact same sequence putting out the exact same final result.
Without people actively working on implementing the features, the net difference is the difference between Teamspeak 2 and Teamspeak 3 when used in a push to talk functionality using no other features: Somewhere between zero and negligible, but you get to say" look at me, I`ve got the newest version".
Edited by Zerberus, 16 June 2013 - 01:39 AM.
#9
Posted 17 June 2013 - 05:28 AM
Zerberus, on 16 June 2013 - 01:38 AM, said:
As I and others have said before, this statement is wholly false when taken at face value.
A newer DX version by itself causes ZERO graphics improvement. Artists and coders working on implementing DX 11 features do. As far as we know, there are currently no artists and coders working on introducing Tesselation and other features exclusive to DX 11.
THe ONLY thing "merely" switching over does is mage your GPU interface with teh DX11 API instead of the DX9 API, calling for exactly the same effects and commands in teh exact same sequence putting out the exact same final result.
Without people actively working on implementing the features, the net difference is the difference between Teamspeak 2 and Teamspeak 3 when used in a push to talk functionality using no other features: Somewhere between zero and negligible, but you get to say" look at me, I`ve got the newest version".
Tell us more about the architecture changes between 9 and 10 and 10 and 11 and all the inherent efficiency implications they don't have.
#10
Posted 17 June 2013 - 06:06 AM
Blue Footed Booby, on 17 June 2013 - 05:28 AM, said:
Tell us more about the architecture changes between 9 and 10 and 10 and 11 and all the inherent efficiency implications they don't have.
Putting words into someone`s moutn while sumiltaneously obviously misconstruing their point and argument in a feeble attemt to make yours appear to be a valid counterpoint is a Fool`s Errand.
I did NOT say it was more or less efficient, nor did I even hint at the architectural differnces.
I Merely stated teh obvious fact that if cou are making only DX9 function calls, you are only going to get DX9 functions.
DX9 functions do not look better than DX9 functions.
Hence, the "Pretty shiny graphics for those on good GPUS" I was responding to remains a complete fallacy. Possibly faster, yes, and I never stated otherwise. Better looking? Most definitely no, not until they actively implement features that DX9 does not have.
Don`t believe me? Run an old DX5 game on a modern GFX card and post screenshots for all to see of how much more awesome it looks now with DX11.... Let me know how that works out for you.
I`m sorry understanding such a basic concept is so hard for you, but that is not my problem, nor will I continue to waste my time explaining it more than I have already done, as the explanation is massively dumbed down already and I don`t speak chimpanzee.
Edited by Zerberus, 17 June 2013 - 06:10 AM.
#11
Posted 17 June 2013 - 06:26 AM
DX9 series of function calls might be replacable by a single DX11 call.
As a result your CPU usage will go down and the GPU usage will go up. That should in most cases result in better frames.
(german article regarding World of Warcraft and DX9 to DX11 with good benchmark examples and interactive pictures: http://www.pcgamesha...rectX-9-822073/)
Usually DX11 graphics have more color depth, contrast and a better antialias. The environment effects like water and rain are much easier to code and look better.
The real DX11 features like tesselation need far more than switching some code.
Edited by Rhalgaln, 17 June 2013 - 06:27 AM.
#12
Posted 17 June 2013 - 06:36 AM
#13
Posted 19 June 2013 - 12:38 PM
#14
Posted 19 June 2013 - 12:38 PM
Ranek Blackstone, on 15 June 2013 - 06:36 PM, said:
Thanks Ranek, it's OK I have been involved with VBA and understand how long it takes to make even the smallest change. The main thing is that we will get the API at some point; this will enable the developers to start to program new effects / terrain etc in the long term.
What may be an idea is for the community to start thinking of what they would like to see improved first; probably one for the Suggestions Forum.
#15
Posted 22 June 2013 - 02:09 PM
I don't wanna deal with lower graphics settings just because some people think they should be able to run a CryEngine game on mommys office laptop.Graphics options are there for a reason.
#16
Posted 24 June 2013 - 04:04 AM
Zerberus, on 17 June 2013 - 06:06 AM, said:
Putting words into someone`s moutn while sumiltaneously obviously misconstruing their point and argument in a feeble attemt to make yours appear to be a valid counterpoint is a Fool`s Errand.
I did NOT say it was more or less efficient, nor did I even hint at the architectural differnces.
I Merely stated teh obvious fact that if cou are making only DX9 function calls, you are only going to get DX9 functions.
DX9 functions do not look better than DX9 functions.
Hence, the "Pretty shiny graphics for those on good GPUS" I was responding to remains a complete fallacy. Possibly faster, yes, and I never stated otherwise. Better looking? Most definitely no, not until they actively implement features that DX9 does not have.
Don`t believe me? Run an old DX5 game on a modern GFX card and post screenshots for all to see of how much more awesome it looks now with DX11.... Let me know how that works out for you.
I`m sorry understanding such a basic concept is so hard for you, but that is not my problem, nor will I continue to waste my time explaining it more than I have already done, as the explanation is massively dumbed down already and I don`t speak chimpanzee.
Holy ****, chill out. I was joking. No one's questioning your honor or virility.
My point was that efficiency improvements can effectively raise the graphical quality for people not already running at max settings. Framing it as "nothing looks better until they add art/code" without mentioning this nuance does less technical people a disservice.
This is setting aside the various little graphical details PGI has pulled over the course of development, which could easily still exist in code, waiting to be re-enabled by some obtuse setting in the config. It might very well not take any additional art or coding to see improvements from what we have now.
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