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Crysis 2 DirectX 11 patch detailed
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light487




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PostPosted: Fri Jun 24, 2011 9:24 am    Post subject: Reply with quote

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Thanks Al3x! Makes it so much easier to see the differences. It's cool how a little bit of shadowing can make such a huge difference.. even to the point of making it seem like the ground is lower, from the viewer's perspective icon_smile.gif
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PostPosted: Fri Jun 24, 2011 10:46 am    Post subject: Reply with quote

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A13x wrote:







Now we need one with Every DX11 feature turned on, then turned off at once...

Also, what about advanced DoF?


I now see the differences thanks but to be honest it really isnt that much of a big deal to me, they both look as good as each other and I wouldnt be able to tell playing a game with it on or off.

Im too busy looking for my next kill to be worried about that icon_smile.gif
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PostPosted: Fri Jun 24, 2011 10:52 am    Post subject: Reply with quote

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grim-one
The bricks are probably the best of the tesselation bunch because it makes them all uneven and, well, more realistic, without (I'm guessing) the need for the developers to actually model each individual brick. The rubble has a bit of that too, turning flat textures into uneven ground.

I really don't get the tentacle though, I can see the difference now but I just don't think that either image looks better, just... different.
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Frozencry




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PostPosted: Fri Jun 24, 2011 2:20 pm    Post subject: Reply with quote

For those interested in how DX11 looks in motion, check the Heaven benchmark demo out right here, or give it a download if you have DX11 hardware:

[


Things to note that are tessellated are the stone floors, stairs, the roof of the houses, the dragon and wall textures. There's also a lot of other advanced features there with lighting and reflections.

It's all awesome. I should do a recording from my camera showing how it looks running in eyefinity.
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Sin Ogaris




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PostPosted: Fri Jun 24, 2011 2:32 pm    Post subject: Reply with quote

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mikezilla2
Tesselation will be a godsend for fantasy as everything tends to be very "cobbley" and in my opinion that seems to be where the technique shines. Would explain why they used that as the demo for it. At least it'll be a much more noticable change.

I think the Crysis 2 stuff has pointed out that when environments are fairly straight in their geometry anyway, it's a much more subtle change (though, like I mentioned, the brickwork is phenomenal in that first pic).

As an aside, do we know if Skyrim is going to utilize the technology? Because it should, it REALLY should.
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PostPosted: Fri Jun 24, 2011 2:44 pm    Post subject: Reply with quote

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Skyrim will run DX11, but from what I know there's no mention of using the features, just the rendering performance.

It's a real shame because I agree, high fantasy would work REALLY well with tessellation.
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PostPosted: Fri Jun 24, 2011 2:50 pm    Post subject: Reply with quote

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Sin Ogaris wrote:
Tesselation will be a godsend for fantasy as everything tends to be very "cobbley" and in my opinion that seems to be where the technique shines. Would explain why they used that as the demo for it. At least it'll be a much more noticable change.


It works great for rounded objects too. Deus Ex: Human Revolution uses tessellation on character models, so you end up up with a lot of ploys smoothing out facial features and stuff like piercings. Its not used on the environment though, and it really should be.

The nVidia Endless City demo gives a good idea what extreme tessellation can do. Jump to 3:55 to see them switch between close up tessellation improvements and the standard poly mesh actually used. The tessellation basically jumps from PS1 era graphics to next generation.
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Sin Ogaris




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PostPosted: Fri Jun 24, 2011 3:07 pm    Post subject: Reply with quote

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Ok, yeah, that's frigging amazing. Now all we need is something to actually utilize it properly and we're set.
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light487




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PostPosted: Fri Jun 24, 2011 4:07 pm    Post subject: Reply with quote

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How come there's no water effects being tested in that benchmark? I would have thought reflections and refractions would be part of the benchmark?
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PostPosted: Fri Jun 24, 2011 11:32 pm    Post subject: Reply with quote

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Some guy got the high res pack installed pre-DX11 patch. You can check comparisons here.
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