The dude has no idea what he's talking about. "All the textures from DirectX 10" !? Then he shows flat ground and calls it DX10, puts parallax mapping on and calls it DX11.
After that I stopped watching because I didn't want to hit my head against the wall.
Then he shows flat ground and calls it DX10, puts parallax mapping on and calls it DX11.
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
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:
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.
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.
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
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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