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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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  #1  
Old 12-27-2010, 11:02 PM
Triggaaar Triggaaar is offline
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Originally Posted by JAMF View Post
SoW will not have tessellation. No mention of physics being run on a GPU. No mention of DX11 specific shaders being used. Not even a mention of anything DX11 specific being used. The only enigmatic words regarding DX11 were "supported". DX8 functions are supported by DX11.

Show me quotes that DX11 is needed or desired, besides oracle-like utterings?
Oleg said that SoW would make use of DX11 (ie, features etc new to DX11).

PS - just telling you what he said, I haven't got time to search for quotes.
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Old 12-27-2010, 11:26 PM
Triggaaar Triggaaar is offline
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Originally Posted by JAMF View Post
My point is simply: Anyone claiming that DX11 is needed for SoW, or any DX11-specific features are being used can not show evidence of this being true.
Can

Ok, so I say I haven't got time to check Here are a couple of quotes from Oleg:
Quote:
Originally Posted by Oleg Maddox View Post
Tesselation isn't panacea. In case of trees and engine Speed Tree it isn't possible to use on LODs in principle.

Also that to use tesselation, that can be used in limited amount of object types we need to add to each model of such object special areas where this feature has right to work.
Say on the window of the house. Say for the wheels of the aircraft or for the spherical surface of bomb.

This means in my team probably a year of work in additional.

Tesseleation its not a function that you simply can turn On if you have DX11 and proper card. This means that should be great work in plan a year or greater ago....

This method is young enough, but that to use it for some areas of obects in the complete game the developer need some great enough time... and as more complex and more greater amount of the objects - more greater time it need for implementation and tests... and I don't tell about possible great bugs in visuals using this method.

Lets say if it will be a standard for some 5-10 years and will not change in future like many others in the past, then it is useful. I can't say at the moment right thing about the life of this method on the market. We plan the game not only for DX11.... but also the game life after DX11.... that to do not rework anything from old
And in this case the good hard manual development of excellent precise models is a guarantie for a long life title.

I may say that probably in future we will use this method for the objects like humans and wheels. But probably not in release.
Saying "We plan the game not only for DX11...." suggests it will take advantages of the improvements made in DX11.

In response to the question "I Hope they will support DX11 as it is DX brakethrough like DX 9 was." he said:
Quote:
Originally Posted by Oleg Maddox View Post
Currently for DX9, DX10 and DX11 in all of them there are difference in graphics
Now that is pretty clear that DX11 will have graphics that are not in DX10 or DX9, so DX11 will be a benefit.

Last edited by Triggaaar; 12-27-2010 at 11:32 PM.
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Old 12-28-2010, 01:37 PM
JAMF JAMF is offline
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Originally Posted by Triggaaar View Post
Saying "We plan the game not only for DX11...." suggests it will take advantages of the improvements made in DX11.
To me, that quote reads as a message to people on DX9/10 hardware to not worry, but doesn't read as a definite implementation of DX11 specific features. Reading it as devil's advocate again and seeing if a lawyer could wiggle his way out of it.


Quote:
Originally Posted by Triggaaar View Post
Now that is pretty clear that DX11 will have graphics that are not in DX10 or DX9, so DX11 will be a benefit.
That last quote could indeed be the one. I just fear a lawyer could come in and say "D3D9 and 10 'calls' will look different on DX11 hardware than on DX9/10 hardware.
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