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Watch Dogs - Exclusive Nvidia Features and Technologies

Not easily impressed but some of those scenes if they are like that in the game looked very good - though a little more attention on some of the textures wouldn't go amiss (not sure if final game assets) and trees/foliage in general could have done with an extra lighting pass - they looked a bit bland compared to the visual fidelity of the rest of the scene.
 
Is they any other game using HBAO+ ?? Am guessing the AMD version will use HBAO then is they much difference between the two.
I dont care for AA I dont notice a difference between them all tbh FXAA/SMAA all looks same to me as 4xMSAA I just dont see it.

I know AC4 uses it but as for differences, I couldn't say. probably miniscule and not noticeable unless you was to take a screenie and examine it under a magnifying glass.

From reading around, HBAO+ was turn onable for AMD but it didn't actually work.
 
Not easily impressed but some of those scenes if they are like that in the game looked very good - though a little more attention on some of the textures wouldn't go amiss (not sure if final game assets) and trees/foliage in general could have done with an extra lighting pass - they looked a bit bland compared to the visual fidelity of the rest of the scene.

The biggest problem I see is feeding the masses, which sadly we are not. They could turn it all up to 11 for us but the majority wouldn't be able to run close to that I would say and so something has to suffer.
 

Welcome :)

And here is nVidia's write up on it.

For performance reasons, however, HBAO is typically rendered at half-resolution, as in Battlefield: Bad Company 2 and Battlefield 3, reducing the number of AO pixels by three-quarters . Unfortunately, rendering HBAO at reduced resolutions inevitably causes flickering that is challenging to hide in all situations – Battlefield 3’s HBAO selective temporal filtering helps, but in some cases flickering persists.

To overcome these issues, NVIDIA’s Louis Bavoil has completely redeveloped and revamped Screen Space Ambient Occlusion to create HBAO+, a paradigm shift in the field SSAO rendering. In comparison to HBAO, HBAO+ doubles the detail level of the AO effect, runs three times faster, aand uses the latest DirectX 11 technologies.

HBAO+ provides cutting-edge shadow tech for Splinter Cell Blacklist.
The world of Tom Clancy’s Splinter Cell Blacklist is full of shadows, demanding new, cutting-edge shadow tech that only HBAO+ can provide.

The first goal for Louis at the outset of his work was to create an AO technique that could be rendered fast enough at full resolution at 1920x1200, on a modern GPU like the GeForce GTX 660. HBAO offered good definition at full resolution, but its crippling performance impact made it impractical for modern games, and when it was used at a reduced resolution it still had a heavy impact on frame rates in comparison to SSAO, as observed in Far Cry 3.

Louis’s second goal was to maximize the efficiency of the AO implementation by leveraging the software advances brought to the table by DirectX 11 when launched it in 2009 (in particular texture arrays and gather4 instructions). Ultimately, the new DirectX 11 hardware and software enabled Louis to render HBAO+ with a fast Interleaved Rendering technique instead of a slow Fullscreen Pass.

Louis’s third and final goal was to improve the visual fidelity of HBAO+ in comparison to HBAO, especially in scenes with grass, leaves, and other fine detail. As seen in Far Cry 3, HBAO struggled in such situations, creating overbearing, solid areas of shadowing.

http://www.geforce.co.uk/hardware/technology/hbao-plus/technology
 
TXAA is yummy.

Hopefully this game will run like crap for people with quad core / AMD / single GPU users so we can listen to them pretend they don't need to upgrade :D

What a daft thing to say, really. :rolleyes:

I'm glad the game has TXAA but I hope its implemented properly so it doesn't destroy sharpness in the image quality. Black ops 2 has superb TXAA implementation, so if its as good as that, I'll be happy.

As for the HBAO+, AMD users will just have HBAO or an older version instead, which will have probably a very minor image quality trade off vs Nvidia hardware.
 
Looking very nice. I have my worries though first off I hate ubisoft with a passion. They have done my over on to many games over the past couple years.

My other worry is the AA I understand is nvidia so amd will have msaa but what about this shadow tech amd also use that?

Guess I be trying this for free, I'll never spend money on a ubi game day one ever again.

I will wait for it to appear in benchmarks, see how it runs on AMD.
 
I will wait for it to appear in benchmarks, see how it runs on AMD.

Yeah
Thing I hate about Ubi they take for ever to patch games or sometimes dont patch them at all.

Ghost recon AF PS3 to this day I think dont work online.
FC2 Online and Single player save Bug
FC3 Online/coop and the performance issue not just AMD but Nvidia also. They even blamed the driver etc lol
Splinter cell conviction my god dont know where to start with that one.
Then you have Uplay lol

So yeah I defo will not be giving my money to then day one till I see it working etc.
 
Yeah
Thing I hate about Ubi they take for ever to patch games or sometimes dont patch them at all.

Ghost recon AF PS3 to this day I think dont work online.
FC2 Online and Single player save Bug
FC3 Online/coop and the performance issue not just AMD but Nvidia also. They even blamed the driver etc lol
Splinter cell conviction my god dont know where to start with that one.
Then you have Uplay lol

So yeah I defo will not be giving my money to then day one till I see it working etc.

They did the same thing with FC3, blamed the bad performance on Drivers, in fact i remember going back 10 years of poor performing games and they blamed anyone but themselves.

Uplay, yeah...lol at that.
 
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