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Evening Consolidation

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7. Re: Evening Consolidation Apr 25, 2012, 10:58 AdamK47
 
The first time I remember seeing POM working really well was with the ATI demo Toy Store. That was released in 2005 for the X1800. I tried it out a little while ago and it still plays and looks great with HD 7970s. It might even work with nVidia cards too.

http://downloads.guru3d.com/Radeon-X1K-demo---ToyShop-download-1246.html
 
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6. Re: Evening Consolidation Apr 25, 2012, 09:34 wtf_man
 
SirKnight wrote on Apr 24, 2012, 23:41:
The tessellation features ATI put in the 360 GPU is not completely what DX11 exposes.

Right... ATi (AMD) had Truform on the PC Graphics Cards since early 2000. I think Return to Castle Wolfenstein was one of the few major titles in 2001 that supported it. It could be enabled with either DirectX or OpenGL.

While it is tessellation... it is NOT DX11 tessellation, and very primitive by comparison.

As others have said... Some of the other features are available in DX9, and some of the features are implemented "in software" (not gpu hardware accelerated)

So basically, the article is misleading.
 
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5. Re: Evening Consolidation Apr 25, 2012, 09:22 Overon
 
Crytek has a history of misleading claims. Let the evidence speak for itself.  
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4. Re: Evening Consolidation Apr 25, 2012, 09:15 SXO
 
SirKnight wrote on Apr 24, 2012, 23:41:
"I'm not saying this will be in the game, but they managed to make parallax occlusion mapping work, which is an advanced form of bump mapping where you get silhouettes as well, and you have self-shadowing even though you have absolutely no polygons," he explained.

"That's a very advanced feature, and it shouldn't theoretically run on a 360, but they made it run on a 360."


BS. POM is not really that big of a deal. It's been around for a long time. I even implemented it in OpenGL YEARS ago when DX9 was the new kid in town. I think on a GeForce FX. Shader Model 3 (aka DX9) is more than good enough for this. To say the 360 can not theoretically do this is just pure crap. I did it on a much older GPU! I just can't believe they're trying to say this.

That whole article is just trying to blow smoke up people's arses.

The real features of DX11 is compute and tessellation. You can do some compute like stuff with GPGPU techniques in DX9 but you will not be able to emulate it exactly. The tessellation part can be done without DX11 but it will mostly be in software with very little in hardware. The tessellation features ATI put in the 360 GPU is not completely what DX11 exposes.

It's pretty obvious this guy being interviewed is clueless about graphics tech. I'm surprised he's not Crytek's PR guy.

Oh also, Crysis 1 already had POM, but was not used in the main game. To use it would require a little texture modding. But the code was there and ready to be used in DX9 mode.
Thank you SirKnight for saving me the trouble of explaining all the hogwash in that interview.

Also, some clarrification for anyone else reading this. In regards to SirKnight's last sentence, Crysis did have POM, but it was restricted to "Very High" settings which only worked on Windows Vista at the time of release. But it was possible to unlock the Very High setting to work in Windows XP and therefore you'd have it working anyway. Crysis Warhead allowed all settings on Windows XP by default. POM has nothing to do with DX10, let alone DX11. In the future, anytime you see an interview from someone at CryTek, assume they are lying anytime their lips are moving.
 
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3. Re: Evening Consolidation Apr 24, 2012, 23:41 SirKnight
 
"I'm not saying this will be in the game, but they managed to make parallax occlusion mapping work, which is an advanced form of bump mapping where you get silhouettes as well, and you have self-shadowing even though you have absolutely no polygons," he explained.

"That's a very advanced feature, and it shouldn't theoretically run on a 360, but they made it run on a 360."


BS. POM is not really that big of a deal. It's been around for a long time. I even implemented it in OpenGL YEARS ago when DX9 was the new kid in town. I think on a GeForce FX. Shader Model 3 (aka DX9) is more than good enough for this. To say the 360 can not theoretically do this is just pure crap. I did it on a much older GPU! I just can't believe they're trying to say this.

That whole article is just trying to blow smoke up people's arses.

The real features of DX11 is compute and tessellation. You can do some compute like stuff with GPGPU techniques in DX9 but you will not be able to emulate it exactly. The tessellation part can be done without DX11 but it will mostly be in software with very little in hardware. The tessellation features ATI put in the 360 GPU is not completely what DX11 exposes.

It's pretty obvious this guy being interviewed is clueless about graphics tech. I'm surprised he's not Crytek's PR guy.

Oh also, Crysis 1 already had POM, but was not used in the main game. To use it would require a little texture modding. But the code was there and ready to be used in DX9 mode.

This comment was edited on Apr 24, 2012, 23:57.
 
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2. Re: Evening Consolidation Apr 24, 2012, 21:57 LittleMe
 
Anything can be done in software. Hardware just makes it run a lot faster. You could get an Atari 2600 to simulate d3d 11, it would just take a few days to render a single frame.  
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1. Re: Evening Consolidation Apr 24, 2012, 21:44 SpectralMeat
 
Seriously DX11 features on a 6 years old hardware? So why exactly do we need DX11 hardware in our PC again if the DX9 consoles can run that stuff?
They said it will be a lot of work to make this work but it is possible. I thought for all this time devs were saying all those DX10-11 games can not run on Windows XP. Was that all BS then?
 
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Steam: SpectralMeat
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