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-   -   DX11 Tessellation Demo [Eve Online] (http://forum.fulqrumpublishing.com/showthread.php?t=30855)

ramstein 04-04-2012 11:12 PM

Quote:

Originally Posted by JG52Krupi (Post 404961)
....


I recently got back into eve...

I bet you are glad, the name wasn't sam..
LOLOLOL...ROFL..

TheEditor 04-05-2012 02:55 PM

Thanks to EvE, I don't have to think about this game every day. Comparing EvE and IL2's dev team is like night and day. 1c make il2 an MMO already and hire some people.:grin:

Oh topic...Well hopefully when this patch comes out, maybe MG can think about adding DX11.

Thee_oddball 04-05-2012 09:29 PM

Quote:

Originally Posted by JG52Krupi (Post 405190)
So nvidia physx or amd ptex ;)

Hopefully they will come to some sort of arrangement and the technology will become available to all... Yeah I know wishful thinking :)

i dont think it will be an issue, in the upcoming ARMA 3 the dev team said there wont be a problem with physx as the Nv cards will handle on the GPU and for AMD users the CPU will handle it, so tess should follow the similar route....i hope :)

Stefem 04-09-2012 03:29 PM

Quote:

Originally Posted by Buchon (Post 405837)
Off course when I said tessellate it mean given it some geometry, this is not Crysis 2 ;)

And if the mesh is a bit animated better, I mean that it is not a huge task because you dont need rely on textures displacement correction techniques :)


It could be a fast way to obtain a good detail and release it prior to the final approach, that its Tessellate + Bump-mapping + texture displacement, explained here :

http://www.nvidia.com/object/tessellation.html

Bump mapping is an old technique, it's not used in conjunction with tessellation.
Give a better read to the page linked in your post.

Quote:

Originally Posted by Buchon (Post 405839)
Forget say ...

Yeah, Ptex is not an AMD tech, it simply rely in the hardware compute capabilities of the card to do it, mean Nvidia and AMD cappable tech, while the Nvidia tech for texture correction rely on Physx software and Cuda cores.

Ptex can be done with OGL 3 end D3D 10

Buchon 04-09-2012 10:54 PM

Quote:

Originally Posted by Stefem (Post 407170)
Bump mapping is an old technique, it's not used in conjunction with tessellation.
Give a better read to the page linked in your post.

ohh ... I guess I'm getting old :eek:, thanks for the correction, now I understand all :)

So the top work is Tessellation + Displacement + Displacement Correction (Ptex)

But talking about water I think that you can drop the Displacement Correction, there no panel lines there ;), it should be fine just doing Tessellation + Displacement, and that water should be some thing worth to see really :grin:


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