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light487


Status: Offline Joined: 05 Jul 2007 Posts: 1264 $poons: 178.60 Location: Sydney

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Posted: Fri Jun 24, 2011 9:24 am Post subject: |
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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  _________________
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Smurf80


Status: Offline Joined: 03 Apr 2008 Posts: 1929 $poons: 261.60

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Posted: Fri Jun 24, 2011 10:46 am Post subject: |
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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  _________________
Thanks to segax for the sig!
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Sin Ogaris

Status: Offline Joined: 05 Dec 2005 Posts: 10616 $poons: 1588.60 Location: Melbourne

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Posted: Fri Jun 24, 2011 10:52 am Post subject: |
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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


Status: Offline Joined: 04 Nov 2005 Posts: 9277 $poons: 1628.10 Location: Sydney

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Sin Ogaris

Status: Offline Joined: 05 Dec 2005 Posts: 10616 $poons: 1588.60 Location: Melbourne

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Posted: Fri Jun 24, 2011 2:32 pm Post subject: |
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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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Frozencry


Status: Offline Joined: 04 Nov 2005 Posts: 9277 $poons: 1628.10 Location: Sydney

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Posted: Fri Jun 24, 2011 2:44 pm Post subject: |
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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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Jarrod


Status: Offline Joined: 07 Dec 2007 Posts: 8284 $poons: 369.60 Location: Preston

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Posted: Fri Jun 24, 2011 2:50 pm Post subject: |
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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

Status: Offline Joined: 05 Dec 2005 Posts: 10616 $poons: 1588.60 Location: Melbourne

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Posted: Fri Jun 24, 2011 3:07 pm Post subject: |
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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


Status: Offline Joined: 05 Jul 2007 Posts: 1264 $poons: 178.60 Location: Sydney

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Posted: Fri Jun 24, 2011 4:07 pm Post subject: |
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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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Jarrod


Status: Offline Joined: 07 Dec 2007 Posts: 8284 $poons: 369.60 Location: Preston

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Posted: Fri Jun 24, 2011 11:32 pm Post subject: |
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Some guy got the high res pack installed pre-DX11 patch. You can check comparisons here. _________________
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