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  #21  
Old 01-26-2012, 06:24 AM
Chivas Chivas is offline
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Quote:
Originally Posted by speculum jockey View Post
Has Luthier said anything about Direct X 11 support? He said that it was a high priority before the game was released, and has yet to comment on it. You'd think with a new graphics engine it would go without saying that DX11 is supported, but saying it would be nice. I've heard that some games run faster with DX11 than 10, and it would be nice if the new graphics engine didn't just give us the fabled 50% fps increase, but some due to DX11 as well.
I suppose they could start using DX11 if the graphics rewrite goes well. That said I really can't see them not having DX11 in mind as they are doing the rewrite. It may not get implemented yet, but I'm sure it will at some point in development. The developer has always made available new features as the game resources allow.

Edit.... the developer has found it necessary not to comment on what will make any patch unless their absolutely sure it will make the build. I certainly don't blame them for that as we brought it on ourselves.
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  #22  
Old 01-26-2012, 07:31 AM
priller26 priller26 is offline
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From playing Crysis 2 with the Directx11 add on, I can tell you it takes a lot more graphics power, but it looks amazing.
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  #23  
Old 01-26-2012, 07:57 AM
jimbop jimbop is offline
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Originally Posted by robtek View Post
Once more, DX11 is supported by the game engine from the beginning, it's just not used.
Robtek, could you please briefly explain or link to an explanation? I tried searching but there are too many hits on dx11 (mostly whinges). Btw, you shot me down yesterday - good job! Sort of.

I am hoping that the new engine fixes 1) launcher crashes (it will it think) and 2) SLI/Xfire scaling (very unsure about this).
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  #24  
Old 01-26-2012, 08:10 AM
speculum jockey
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Originally Posted by priller26 View Post
From playing Crysis 2 with the Directx11 add on, I can tell you it takes a lot more graphics power, but it looks amazing.
But that's when you up the graphics to include proprietary DX11 features that you take a FPS hit. What about playing both versions with the exact same eye-candy features enabled? How do the FPS compare then?

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Originally Posted by robtek View Post
Once more, DX11 is supported by the game engine from the beginning, it's just not used.
Nope. Luthier said that it was not supported, but would be a priority. Then he said nothing about it again for almost a year now.
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  #25  
Old 01-26-2012, 09:35 AM
Ataros Ataros is offline
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Quote:
Originally Posted by jimbop View Post
Robtek, could you please briefly explain or link to an explanation? I tried searching but there are too many hits on dx11 (mostly whinges).
Here is one of links http://forum.1cpublishing.eu/showpos...&postcount=455
I think there were more detailed ones in the past. You can search for ACE-OF-ACES' posts with "directx api support".I think he knows what he is talking about as quotes from Microsoft confirm this.

As far as I understand "DX11 API support" means that all the DX11 technologies can be switched on step by step unlike in other games which do not support DX11. Maybe API is the key word. CloD does support DX11 API fortunately for us.
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  #26  
Old 01-26-2012, 09:39 AM
jimbop jimbop is offline
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Thanks.
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  #27  
Old 01-26-2012, 11:22 AM
tintifaxl tintifaxl is offline
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I'd really like to know what the culprit was they found in the final stage of testing. Luthier stated that happened around mid-October.

+1 to more distinguishable English countryside.
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  #28  
Old 01-26-2012, 12:40 PM
speculum jockey
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Quote:
Originally Posted by Ataros View Post
As far as I understand "DX11 API support" means that all the DX11 technologies can be switched on step by step unlike in other games which do not support DX11. Maybe API is the key word. CloD does support DX11 API fortunately for us.
Luthier said that the engine did not support DX11, and I'd be more inclined to believe him than 1C's marketing dept. Hell they said that it was a game, when in reality (at release) it was just random code that occasionally resembled a working flight simulator for some people.

If this game supports DX11 there should be some option or line of code that would allow you to activate it. . . there is not! Supporting something (the real deal or API) means that you can use it (even if the newer features are not enabled).

To use an analogy. Saying that Cliffs of Dover supports DX11 or DX11 API is like saying that a Commodore 64 supports BlueRay, because there is an empty connection at the back that theoretically you could alter, to attach to a BlueRay player (after you have spent a year reprogramming the entire thing and adding new parts, and pretty much changing the entire way that PC operates).

(C64 pictured below for people who don't remember the 80's)
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  #29  
Old 01-26-2012, 01:16 PM
ATAG_Doc ATAG_Doc is offline
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Some day and I hope soon we will have weather!
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  #30  
Old 01-26-2012, 01:56 PM
speculum jockey
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Originally Posted by ATAG_Doc View Post
Some day and I hope soon we will have weather!
Luthier said that it was originally working at 1fps a month or two before the release, and when everything was fixed with the actual game, they would devote time to optimizing it. Since everything is far, far, far, from being fixed, I'm expecting it to be a feature of the next sequel possibly, or maybe the one after that. Best case scenario, MG feels guilty and releases it in a patch.
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