Dx10 and dx11 compare
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Ankh




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PostPosted: Wed, 27th Jan 2010 21:09    Post subject: Dx10 and dx11 compare
Proberbly already been posted - but 'ere you go



shitloads of new stuff in my pc. Cant keep track of it all.
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Ankh




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PostPosted: Wed, 27th Jan 2010 21:14    Post subject:
...and ofc I posted in the wrong section Razz


shitloads of new stuff in my pc. Cant keep track of it all.
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LeoNatan
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PostPosted: Wed, 27th Jan 2010 22:45    Post subject:
The dude has no idea what he's talking about. "All the textures from DirectX 10" !? Laughing Then he shows flat ground and calls it DX10, puts parallax mapping on and calls it DX11. Laughing
After that I stopped watching because I didn't want to hit my head against the wall. Razz
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shole




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PostPosted: Thu, 28th Jan 2010 00:12    Post subject:
iNatan wrote:
Then he shows flat ground and calls it DX10, puts parallax mapping on and calls it DX11. Laughing

displacement mapping
dx11 does hardware tessellation of surfaces and displaces those polys, generating actual geometry within the game-world, whereas parallax just offsets masked textures on a surface by it's angle to camera
while it looks similar farther away, parallax looks horrid up close and on object corners
for the demo to be fair to dx10 tech though, they should have parallax written into it
it looks good enough for most situations like those stairs and the cobblestones, but displacement is pretty much a requirement for those wall stones to look good as you get close to them and they rise so far out
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LeoNatan
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PostPosted: Thu, 28th Jan 2010 00:26    Post subject:
Yeah, OK, if this is true displacement mapping, then sure. I actually haven't tried using that demo, so not sure what they have.
But if they wanted to be fair, they could have implemented shaders similar to this:


http://crymod.com/thread.php?threadid=57274

Then, suddenly the differences would not have been as dramatic. While perhaps not as visually accurate to a trained eye, it would have been sufficient to ruin the guy's excitement. Razz
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Lutzifer
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PostPosted: Mon, 8th Feb 2010 17:02    Post subject:
thought the same thing. I didnt expect dx11 to be a huge jump tech-wise. But rather it doesl again coincide with a jump in hardware capabilities that now can do some nice new pony tricks, which does enhance that jump.
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shole




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PostPosted: Tue, 9th Feb 2010 00:04    Post subject:
actually the thing i'm most looking forward is hacking of old games with things like enbseries
think of the possibilities of something like thief with displacement mapping on those squareish corridors
might take ten years off their visual age
not that simple ofcourse and probably impossible for an ancient game like thief, but for some games it might be a possibility
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LeoNatan
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PostPosted: Tue, 9th Feb 2010 00:57    Post subject:
From experience with various games, but mostly Doom 3, Quake 4 and Prey, displacement mapping generated from textures and normal maps never work well. Smile
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shole




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PostPosted: Tue, 9th Feb 2010 14:05    Post subject:
none of them used displacement mapping
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LeoNatan
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PostPosted: Tue, 9th Feb 2010 14:10    Post subject:
It doesn't matter, it won't look any better than what it does now. A normal map is not enough to generate a proper displacement map.
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shole




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PostPosted: Tue, 9th Feb 2010 23:49    Post subject:
ofcourse it matters!
and i didn't mean to 'generate' the displacement map
there's tons of projects for old games already that add higher detail textures to them
making a displacement map to go along with it is relatively effortless

here's a simple torus with some displacement thrown on
 Spoiler:
 

it's ugly and useless but demonstrates the idea fairly well.. you could easily turn a flat 1 quadpoly wall into intricate geometry with pipes, bolts, valves and bent wooden housing.
shapes are naturally limited to being stretched from the original plane by the displacement map, but it's still a LOT nicer than a flat surface with some gimmicky parallax, and if you don't look at it too close, passes for real geometry any day
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