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DX10 v DX11 - visual difference

Soldato
Joined
17 Aug 2009
Posts
18,543
Location
Finchley, London
I can't see any difference in metro 2033 when I swap between DX10 and DX11.
I keep thinking certain little details are perhaps crisper but when I go back to DX10 I think it looks the same. What am I meant to notice? I haven't explored many areas, but I'm in an underground room and just looking at walls and characters to see if I can notice anything.
 
e.g. tessellation makes the ammo packs on characters look vivid (arc), not just square/rectangle models.

Well it's just like if you can't identify noise below -30dB you probably don't need Hi-Fi audio device.
 
e.g. tessellation makes the ammo packs on characters look vivid (arc), not just square/rectangle models.

Well it's just like if you can't identify noise below -30dB you probably don't need Hi-Fi audio device.


Thanks, I'll look out for ammo packs then swap to DX10 for comparison. :)
 
You wont notice a big difference.

Also just becuase a game supports both Dx11 and Dx10 doesnt mean that there is neccessarily a big visual difference.

The game must implement Dx11 features for there to be a difference.

Also Dx11 offers better visual at a faster frame rate over dx10
 
Some people may not like the advanced DOF but personally I like it, as it is one more step close to large aperture and I'm a fan of bokeh.
 
No card is fast enough currently to make proper use of DX11's features.
As such no game implements things such as tessellation properly to a significant degree.

Maybe the next round of cards will offer this ability, however I'd expect the generation after that will just about have enough grunt to start to enable dx11's main features to shine. By then maybe dx12 will add additional visual effects.

Currently dx11 just adds a small rarely noticeable amount of eye candy, and sometimes a slight speed boost.
 

Thanks for that. Very interesting :) Can't say it looks worse to my eyes without tessellation if I'm perfectly honest, looks very impressive either way. However, DoF is definitely more impressive to me than without. I turned DoF off in metro though as it doubled my framerate from mid 30s to 70's. I must say, these images in the 3rd post down really show extra clarity between DoF on and off.

http://www.nvnews.net/vbulletin/showthread.php?p=2213849&post#147
 
Metro 2033 is a bad example of DX11, they've just quickly added it to tick a box. No game makes good use of it yet, and no game engine around is designed purely for DX11 yet, everything that has DX11 is just an afterthought.

The Heaven benchmark shows off tessellation better than anything else around but thats just one of many features of DX11.

DX11 is VASTLY superior to DX9, and a bigger improvement than DX10 was to DX9. But look how many years it took to make proper use of DX9, even now it can still stress a graphics card. You wont start seeing real DX11 use until the next round of consoles being as pretty much every single PC game these days is also on them, and the consoles cant do anything more than DX9 level features. Consoles are massively holding PC graphics back.

Crysis 2 makes the best use of DX11 so far out of games, but again this is a console game as well and they just dumped on some DX11 features afterwards...

 
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