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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#11
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I'd like DirectX 11 up and running before they even start to worry about the 64bit exe. From what I have heard and read, DX11 is a much more efficient version that DX10 is and this will usually result in better performance with the same or even more eye-candy enabled. (confirm/deny)
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#12
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Confirm. DX11 supports tessellation shaders, which make graphical transformations a snap.
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#13
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confirm
My own experience, after supporting DX11 with a patch in Shogun2 the game looked better and framerates went up. The general consensus seems to be you can just do more with each pixel more efficiently. |
#14
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Also can do high quality shadows processing without performance loss (no aliased shadows) |
#15
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Maybe that's why AA is wierd in current DX10 release
![]() That would certainly make every competitor squirm and explain the length of development time. Heheh.... this could be very interesting come monday, except I'm going overseas for a week. S! Gunny
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Intel i7-3930K @ 4.00 MHz - ASUS Rampage IV EVGA 3072MB VRAM GTX 580 16GB RAM - Windows 7/64 Warthog and U2Nxt Cougar under t.a.r.g.e.t |
#16
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This is correct, although some here during development thought that DX11 would be a hindrance to performance, it won't it will improve FPS and the graphic detail, If a game is coded correctly in DX10 then applying DX11 shouldn't be a whole big deal, (so I've been told).
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#17
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Back to the original topic, when DCS A10 was released there was a major issue with Track IR not being recognised in the 64bit version, so until Natural Point got around to fixing their software I was forced (Seriously , who could go back to not having a trackIR?) to use the 32bit version of the game.
Since the Track IR software was fixed and I was able to use the 64bit version I haven't really noticed any boost in performance on my system. 64 bit is good to have, but the software has to take advantage of the extra memory space. Cheers! |
#18
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That's just it, because a lot of people still run in 32bit (even if the hardware has been 64bit since the later models of Pentium IVs), the devs have to keep the two versions very similar and will not really take advantage of the wider data path until a large majority have made the move.
Then programmers will be able to make bigger programs. Remember the days of 16bit ? The 286, 386 ? Programs were quite a bit smaller then, with an address space of 2 to the 16th power being 64K on the 8088, the first PCs. The 286 and 386 had a bigger space of 1MB, or 20bit of address space. So to recap, 16bit: 64KB of memory 32bit: 4GB 64bit: 18.4 X 10^9 GB or about 18.4 Giga GB or 18.4 Exabytes 18.4EB is a big number, I wonder when we will go 128 !
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EVGA X58 FTW3 motherboard Intel 980X CPU, not OC'd yet, 3.46 Mhz Crucial Tracer memory 8-8-8-24 12GB Crucial M4 256GB SSD, WD Raptor 600 GB hard disk EVGA GTX580 graphics card HP ZR24W Monitor 1900 X 1200 24" Thrustmaster Warthog joystick Saitek Combat rudder pedals TrackIr 5 Last edited by louisv; 09-04-2011 at 01:04 PM. Reason: Small error |
#19
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268 and 386 added 24-bit and 32-bit protected modes respectively, whose extended available address spaces to 16MB and 4GB. |
#20
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Segmented memory addressing was standard on the early IBM compatible PCs. The Intel 8086 (16 bit) started segmented addressing which gave it one megabyte of address space, then Intel made the 8088 (which was in some ways an 8 bit chip though it used 16 bit registers, as the 8086 and the earlier "8 bit" chips had). Because the 8088 was sort of 8 bit, though it had a one megabyte address space like the 8086, it used cheaper 8 bit support chips, and IBM chose the 8088 for their PC, presumably because the support chips (which wouldn't necessarily come from Intel in the case of either CPU) for the 16 bit 8086 were more expensive. Segmented memory addressing was such a mess, it gave Intel a legitimate six month lead over the Motorola 68000, but that mess kept running for five or ten years due to "IBM compatibility". |
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