• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Discussion On The ATI Radeon 5*** Series Before They Have Been Released Thread

Status
Not open for further replies.
Im saying nothing, will find out tomorrow if it was right. :D

This is BS, you're just trying to pull a Derren Brown lottery stunt!! :p

'I reckon I know something but I can't tell you if i'm right or not until the information is public anyway' ;)

I know your game, it won't wash here :p
 
All ill say is, if what i have heard is right, then prepare to be dissapointed tomorrow, as what has been said already by some people, is going to have turned out wrong.
 
am i the only one who cannot see much difference between the DX10 and DX11? :confused:

http://www.alexnab.com/01hardware02/images/0210_08.jpg

I think you are.

Look closely, better lighting, better shadows, sharper crisper textures and the texture of the objects appears to be a bit 'rougher' in the sense that the tree bark looks rougher like it's bump mapped or something.

Although, the images are at slightly different angles, so the stuff missing from the 10.1 image could be due to that.

The shadows are definitely darker on the DX11 image, but also softer at the edges.
 
am i the only one who cannot see much difference between the DX10 and DX11? :confused:

http://www.alexnab.com/01hardware02/images/0210_08.jpg

The shadow on the DX10 picture is too dark, DX11 uses global illumination and deferred shading to create realistic looking shadows :cool:

It's subtle in that picture but will be not so subtle when there are lots of shadows on shadows. It's like Crysis with "realistic" config. The shadows are waaaay too dark. A lot of the shadows are way too dark even in direct sunlight. I think the most visually easy way of improving visual fidelity is to use better textures/shaders on everything. Wall, ground, all models and increase the resolution the closer you are to them.
 
Look closely, better lighting, better shadows, sharper crisper textures and the texture of the objects appears to be a bit 'rougher' in the sense that the tree bark looks rougher like it's bump mapped or something.

Personally, I can only really see the better, smoother edges of the shadows, the rest looks the same to me...
 
I think you are.

Look closely, better lighting, better shadows, sharper crisper textures and the texture of the objects appears to be a bit 'rougher' in the sense that the tree bark looks rougher like it's bump mapped or something.

Although, the images are at slightly different angles, so the stuff missing from the 10.1 image could be due to that.

The shadows are definitely darker on the DX11 image, but also softer at the edges.

There's no difference in the textures. :D
 
Status
Not open for further replies.
Back
Top Bottom