![]() |
Quote:
The good news is I think I have figured out why you and others are having so much trouble understanding this simple issue. It is because you keep leaving out the API part in DX11 API. These kind of mistakes happen a lot to those who choose to 'comment' on something without 'quoting' it With that said allow me to provided you the quote you are referring to, i.e. Quote:
I took the liberty of colorizing the pertinent parts As you can see it says 'DX11 API support.' NOT 'DX11 support.' As I pointed out back on page 22.. DX11-API support does not mean the game actually use DX11 specific features! In my own words DX11-API provides something previous DX API versions did not provide. That being what Microsoft calls 'feature levels' But don't take my word for it! Here is the direct quote from the Microsoft web site. Quote:
Note it says 'Even if' you have DX09, DX10 hardware you can use the DX11-API software to and target DX09 and DX10 'feature levels' This is key.. Using the DX11-API the developer can 'choose' the level of DirectX 'features' to use. So 1C can be using the DX11-API but limit the 'feature levels to DX10. Which debunks the 'myth' that states because 1C listed DX11-API support it means CoD has to be a DX11 game. If your still confused as to what 'feature levels' mean read the following Microsoft direct quote Quote:
Note you can use the DX11-API to 'support' DX09, DX10 or DX11 'feature levels' This is key.. What this all means is 1C could in fact be using the DX11-API support for software development.. BUT Only making use of the DX10 'feature functions' So now that you understand what DX11-API support means It should be clear to everyone that there is nothing misleading about the 1C advertisement! Granted, 1C is only making use of DX10 'features' but at the same time 1C is making use of (supporting) the DX11-API Why you ask? Well I hate to guess, but, what with all the issues so many recent games have had with DX11 I can only assume that 1C had issues with it too. And instead of waiting on Microsoft to fix those DX11 features, they simply made use of the DX11-API option to limit the 'features' to DX10 As for why 1C said DX11-API support instead of just saying DX11 support.. I can only guess Probably because they wanted to make it clear to those who understand what DX11-API support means, that CoD has already made the transition in their code to use (support) the DX11-API! Which is a good thing! Because it mean it 1C can switch to DX11 features as soon as they are ready to do so! Where as games that have not made the transition will have to spend a lot of time and effort converting over to the DX11-API! As was the case for Crysis 2 Quote:
As you can see from above quote Crysis 2 had to do a lot of work to make the transition to 'support' the DX11-API Why? Because they were not using the DX11-API The good news is I think Luther statement a few days ago that we can soon expect a 50% increase in FPS is not that unbelievable, based on what the Crysis 2 team says, i.e. Quote:
So I hope that helps you and yours understand the difference between DX11 support and DX11-API support |
;)
Let me just say right now that I don't even really care that much about the issue here, as others have said it's pretty much old news, but I'll just say that I always read that line as: 'Latest-gen graphics engine with DX10 and DX11 API support.' i.e. the 'API support' refers to both DX10 and DX11 equally - it's easier to see that when you don't highlight the bit that supports your take in different coloured font. It's even easier to see when you don't add a hyphen that isn't in the original ;) Anyway, I've got wrapped up in some stupid arguments on this forum but this one may take the biscuit. May I be struck down by lightning if I post in this thread again...:) |
Quote:
I know a lot of you feel cheated.. How and where that comes from based on 1Cs support of the IL-2 series is beyond me. So I only offer up my opinion (read interpretation) in the hope that it will pull you out of your funky mood. I see that is not going to work on the hard core whiners in this thread, but if I help one person out of that funk, than it was all worth it to me |
|
with DX10 and DX11 API support = with DX10 and DX11 API support or with DX10 and DX11 API support???
Quote:
That in itself is soo thrilling that my head is spinning. But more importantly you vaildate others interpretations thus ending this loooong debate. Now lets move on to the next line of text and dissect it. :-P Advanced physics – wind, lift, turbulences, rain, fog… Feel the air rush on your wings as you push your aircraft to the limits in epic dogfights. See your fuselage torn to pieces while every single enemy bullets ballistic and damages is calculated. |
Quote:
Maybe it is time for a hands on example? But first a little background history For those familiar with IL-2 the will recall that the IL-2 Video DirectX settings were very chip-set based, i.e. NVidia Gefore 4MX NVidia GeForce 6800/6600/FX/4/3 ATI Radeon ATI Rage 128 Intel 915/925 Matrox G400 3dfx Voodoo 3 The il2setup.exe GUI also provided a Custom settings for cards that were not listed, than there was the ability to manually edit the conf.ini file itself. Since than Nvidia and Microsoft have worked together to eliminate the need to specify specific video card chipset. Gone are the days that the game developer needs to deal with individual video card chipsets. Now with DX11-API approach the game developer only need to specify the DirectX 'feature level'. In the case of CoD the DX11-API default is set to DX10, i.e. Code:
Render=D3D10_0 For example if you want to set (limit) the 'feature levels' to DirectX 9 use the following Code:
Render=D3D9_1 Code:
Render=D3D11_0 Quote:
But because 1C is using the DX11-API you can 'try' it, just don't be surprised if you get a black screen or worse FPS Oh, and the following should go without saying, but based on some of the nay-sayer responses it is probably best to state the obvious.. That being to 'try' DX11 settings you will have to have a DX11 compliant video card! For those that love to manually tweak things, and are interested in what different settings affect, you may find the following Microsoft link interesting http://msdn.microsoft.com/en-us/libr...29(VS.85).aspx Now I have not tried all the following settings, but based on the MS link above I think the following settings should worked Code:
Render=D3D10_0 i.e. The hardware supports Direct3D 10.0 features. Code:
Render=D3D10_1 i.e. The hardware supports Direct3D 10.1 features. Code:
Render=D3D9_1 i.e. The hardware supports Direct3D 9.1 features. Code:
Render=D3D9_2 i.e. The hardware supports Direct3D 9.2 features. Code:
Render=D3D9_3 i.e. The hardware supports Direct3D 9.3 features. |
Quote:
|
Quote:
(Edit for the unaware: http://sarahjessicaparkerlookslikeahorse.com/ ) |
Quote:
That explains it. I heard that Freetrack was very smooth for CoD. I've had TrackIR for years and it was excellent in 1946 but for some reason in this it is a nightmare - very unsteady despite fiddling with the profile. If anyone out there has a solid profile I'd love to try it :cool: |
Quote:
|
Quote:
[Advanced] Average=1 IgnoreBackwardZ=0 MaintainPausedData=0 RollRelativeRot=0 RelativeTransYaw=0 RelativeTransPitch=0 RelativeTransRoll=0 RelativeTransX=0 RelativeTransY=0 RelativeTransZ=0 [Sensitivity] Yaw=19500 Pitch=19800 Roll=5100 X=15300 Y=15300 Z=7200 [Smoothing] Yaw=60 Pitch=60 Roll=60 X=60 Y=60 Z=60 Zooming=1 SmoothStableMultiplier=25 SmoothRawMultiplier=25 Dynamic=1 [Inverted] Yaw=0 Pitch=0 Roll=0 X=0 Y=0 Z=0 [AxisEnabled] Yaw=1 Pitch=1 Roll=1 X=1 Y=1 Z=1 [AxisMap] Yaw=0 Pitch=1 Roll=2 X=3 Y=4 Z=5 [YawCfg] X0=0 Y0=102 X1=53 Y1=85 X2=106 Y2=69 X3=320 Y3=2 [PitchCfg] X0=0 Y0=102 X1=53 Y1=85 X2=106 Y2=69 X3=320 Y3=2 [RollCfg] X0=0 Y0=102 X1=35 Y1=69 X2=69 Y2=35 X3=102 Y3=2 [XCfg] X0=0 Y0=102 X1=2 Y1=92 X2=2 Y2=22 X3=320 Y3=2 [YCfg] X0=0 Y0=102 X1=2 Y1=92 X2=2 Y2=24 X3=320 Y3=2 [ZCfg] X0=0 Y0=102 X1=2 Y1=92 X2=2 Y2=23 X3=320 Y3=2 [Output] MouseX=0 MouseXEnabled=1 MouseY=1 MouseYEnabled=1 MouseWheel=0 MouseWheelEnabled=0 MouseAutoPan=0 MouseAbsolute=0 MouseWheelScale=50 PPJoyControllerNumber=1 FreeTrack=1 TIR=1 Mouse=0 PPJoy=0 Keys=0 SimConnect=0 FS=0 [Mapping] Pause= PauseBeep=1 PauseToggle=1 Center=Controller04_1 CenterBeep=0 CenterToggle=0 CustomCenterSet= CustomCenterSetBeep=1 CustomCenterSetToggle=1 CustomCenterReset= CustomCenterResetBeep=1 CustomCenterResetToggle=1 SmoothStable= SmoothStableBeep=1 SmoothStableToggle=1 SmoothRaw= SmoothRawBeep=1 SmoothRawToggle=1 Yaw= YawBeep=1 YawToggle=1 Pitch= PitchBeep=1 PitchToggle=1 Roll= RollBeep=1 RollToggle=1 X= XBeep=1 XToggle=1 Y= YBeep=1 YToggle=1 Z= ZBeep=1 ZToggle=1 FreeTrack= FreeTrackBeep=1 FreeTrackToggle=1 TIR= TIRBeep=1 TIRToggle=1 Mouse= MouseBeep=1 MouseToggle=1 Joystick= JoystickBeep=1 JoystickToggle=1 Keymap= KeymapBeep=1 KeymapToggle=1 SimConnect= SimConnectBeep=1 SimConnectToggle=1 ProfileA= ProfileABeep=1 ProfileAToggle=1 ProfileB= ProfileBBeep=1 ProfileBToggle=1 ProfileC= ProfileCBeep=1 ProfileCToggle=1 [OutputKeys] YawThreshold=50 YawHold=1 YawPos= YawNeg= PitchThreshold=50 PitchHold=1 PitchPos= PitchNeg= RollThreshold=50 RollHold=1 RollPos= RollNeg= XThreshold=50 XHold=1 XPos= XNeg= YThreshold=50 YHold=1 YPos= YNeg= ZThreshold=50 ZHold=1 ZPos= ZNeg= [CustomCenter] Yaw=0 Pitch=0 Roll=0 X=0 Y=0 Z=0 :cool: |
thanks lobisomem I'll try it :D
|
I have to agree with Ace and co., however botched the release of CoD, it was surprisingly free of dishonesty regarding the basic features. It was more the lack of any comment about the state of the game at all (however understandable it is that they were quiet) that was kind of dishonest and upsetting to people. In fact, the only things I take exception to were the "AA is off because our computer is rubbish" stuff and this from the SimHQ interview:
"Will the aircraft have individual G-limitations, and suffer progressive damage and lowering of the airframe's G-tolerance? Rather than the IL-2: Sturmovik Series model of instant failure at one G-limit? A. Yes." |
All times are GMT. The time now is 12:52 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.