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Directx10 v Directx11

Yeah, i downloaded this benchmark program. Its great thing to mess around with to see what my new DX11 cards can do :p
 
Didnt assassins creed support DX10? There is a lot of talk around DX11 at the moment I think there is a lot more developer interest with this than there was with DX10 when it was first out.
 
so what was the major difference between dx9 and 10 :confused:

this, AMD have had the ability to do a large portion of whats new in DX10, since their 2900xt, Nvidia made a card that simply couldn't do it, and had MS change the DX10 spec.

The thing of it is, you literally can't store bump maps detailed enough for what you can do in a tesselator, without one. Its simply too much info, without hardware acceleration every single little texture in the game will be a lot bigger.

Yes, as I always try to say, DX11, dx10, dx4, the end quality is 100% down to the designers. But in terms of games, almost every single decision involved in building a game, from the engine through the gameplay, comes from a comprismise, if you have hugely high detail textures with ludicrous detail in depth, then well thats a comprimise that means insanely lower framerates, very limited use of a nicer effect, or something as simple as, you can have higher detail textures, but then we can't afford(in terms of performance) to use HDR, or complex lighting.

With tesselation, you're reducing the overhead of such detailed textures immensely, basically with a similar amount of space in memory and power to use, you can run the data through the hardware and end up with a far more detailed image and as you can see, that means less dull/flat walls, floors and everything else.
 
Or you can develop your levels in such a way that you can process the normal/displacement map data and build geometry from it for the walls, clean everything up nicely so the edges of extruded faces aren't just a stretched texture, fix the shadow/lighting... and swap between a low res displacement or normal map at a distance and the high res geometry close up using distance, view frustum and occlusion based LOD systems... which will work on almost any hardware at decent performance.
 
May as well say thats Dx9 to Dx11, as Dx10 just looked like 9 after Nvidia had it cut down, if they didn't, then going from Dx9 to 10 woud have had a similar difference (like it was shown to be when it was hyped before Nvidia had it cut down), instead they looked the same, but now that Microsoft havn't bent over for them this time, were getting what we should have got back then.
 
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Why didn't 10.1 introduce tessellation? It seems Microsoft were talking about tessellation for a long time.

Oh well, Crysis 2 will look awesome in dx11.
 
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So Dx10 was basically more eye candy using a slightly improved Dx9 base, where as Dx11 actually has a greater core structural programming changes to allow these enhanced visual differences / improvements ?
 
weird to think ATi actually introduced tessellation with the hd2000 series cards. even weirder to think the 360 supports it as well lol

5870 takes a big hit using it so I dread to think how it would run on either of those, it probably wouldn't be worth implementing for performance reasons.

I bet those who bought 4870x2 over 5870 in recent weeks are smarting a bit. :p
 
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Honestly it may surprise a few but after the 3D day at overclockers I drastically changed my mind on 3D, for me it’s the next big thing, particularly the 3D Camera, as ‘the man in the street’ will be very impressed – not to mention the gamming for ‘us’ enthusiasts.

I know ATI have given Nvidia a right kicking and that Nvidia have acted disgracefully, but the 3D technology is truly amazing and I hope ATI can somehow get it!

Sorry to go off topic...
 
this, AMD have had the ability to do a large portion of whats new in DX10, since their 2900xt, Nvidia made a card that simply couldn't do it, and had MS change the DX10 spec.

The thing of it is, you literally can't store bump maps detailed enough for what you can do in a tesselator, without one. Its simply too much info, without hardware acceleration every single little texture in the game will be a lot bigger.

Yes, as I always try to say, DX11, dx10, dx4, the end quality is 100% down to the designers. But in terms of games, almost every single decision involved in building a game, from the engine through the gameplay, comes from a comprismise, if you have hugely high detail textures with ludicrous detail in depth, then well thats a comprimise that means insanely lower framerates, very limited use of a nicer effect, or something as simple as, you can have higher detail textures, but then we can't afford(in terms of performance) to use HDR, or complex lighting.

With tesselation, you're reducing the overhead of such detailed textures immensely, basically with a similar amount of space in memory and power to use, you can run the data through the hardware and end up with a far more detailed image and as you can see, that means less dull/flat walls, floors and everything else.

Tessellation is nothing to do with textures.. Tessellation is the ability for the hardware to increase the number of verticies in an object to give more detail. This has nothing to do with textures.

EX : a mans head. You have

- a texture ( image )
- a 3d model

Basically lets say you create teh head with 1000 verticies ( x, y, z points etc ).

When you render the model to screen and apply the texture you see the head. Now with a 1000 points this head will look basic. Tessellation is adding new points to this model at run time to give more detail. More curves ( take a sphere with 100 verticies or a sphere with 10000 verticies...get the idea )...

Well basically developers can keep models at same size as they have been and use dx11 with new hardware to allow it to add those extra verticies without too much overhead...Result giving more details object...Not textures.
 
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it looks amazing cant imagine how good an rpg would look with such technology. however developers are focused on consoles and we wont dx11 only games until 2011-2012 when the next gen consoles are estimated to come out.
 
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