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IL-2 Sturmovik The famous combat flight simulator.

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  #1  
Old 03-30-2011, 09:25 PM
Heliocon Heliocon is offline
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Originally Posted by CharveL View Post
Been reading some more wiki's I see.

DX11 is a great incremental improvement in many different areas, especially visual quality and efficiency of certain effects (among other stuff) but much like DX10 it's hardly the panacea you always make it out to be.

Good topic though, and I'd love to see some developer input although I'm also just as sure you'd be telling Ilya what he really should be doing with DX11, or assume he's just lying.

If we're not seeing a lot of implementation of cloud systems like that first video by now after 4 years it's a pretty good indication it's not all it's cracked up to be.

Other systems like SpeedTree have caught on and are being used in CoD (I'm pretty sure) and many other games.
As usual charvel you have to butt in like a moron to smack talk and make yourself look ignorrant. I am getting really tired of you idiotic canned replies to whenever I post.

http://translate.google.de/translate...ews%2F&act=url

http://forum.1cpublishing.eu/showthr...795#post233795

"PCGH: Would the use of DX11 will only accelerate the performance when rendering or DX11 provides for a clear appreciation of the optics?
Oleg Maddox: Beide Aspekte sind sehr wichtig. Oleg Maddox: Both aspects are very important. Zum einen ist eine verbesserte Performance hilfreich. First, an improved performance is helpful. Zum anderen planen wir, die Landschaft per Tesselation optisch aufzuwerten und Post-Effekte wie einen Local Tonemap Operator oder High Qualitiy Screen Space Ambient Occlusion (HQSSAO) einzusetzen. Second, we plan to enhance the landscape visually by tessellation and post-effects such as a Local Tonemap operator or high Qualitiy Screen Space Ambient Occlusion (HQSSAO) use."

As always if you post like an idiot - I reserve the right to call you one, especially because its the only type of post you ever write in response. I guess your reading skills arent very advanced because this is not the first time I have had to link you to info like this.
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  #2  
Old 03-31-2011, 12:54 AM
Cobra8472 Cobra8472 is offline
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Quote:
Originally Posted by Heliocon View Post
As usual charvel you have to butt in like a moron to smack talk and make yourself look ignorrant. I am getting really tired of you idiotic canned replies to whenever I post.

http://translate.google.de/translate...ews%2F&act=url

http://forum.1cpublishing.eu/showthr...795#post233795

"PCGH: Would the use of DX11 will only accelerate the performance when rendering or DX11 provides for a clear appreciation of the optics?
Oleg Maddox: Beide Aspekte sind sehr wichtig. Oleg Maddox: Both aspects are very important. Zum einen ist eine verbesserte Performance hilfreich. First, an improved performance is helpful. Zum anderen planen wir, die Landschaft per Tesselation optisch aufzuwerten und Post-Effekte wie einen Local Tonemap Operator oder High Qualitiy Screen Space Ambient Occlusion (HQSSAO) einzusetzen. Second, we plan to enhance the landscape visually by tessellation and post-effects such as a Local Tonemap operator or high Qualitiy Screen Space Ambient Occlusion (HQSSAO) use."

As always if you post like an idiot - I reserve the right to call you one, especially because its the only type of post you ever write in response. I guess your reading skills arent very advanced because this is not the first time I have had to link you to info like this.
Actually - you are making yourself the fool.

Both SSAO and Tonemaps (+ a WIDE variety of other post-processing shaders & filters) are fully available in DX9, and with good implementation, are perfectly viable performance wise.


The BIGGEST example of this is CryEngine 3, which is running under DX9 (on consoles and PCs) and is an amazingally beautiful engine.



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Old 03-31-2011, 05:50 AM
Heliocon Heliocon is offline
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Originally Posted by Cobra8472 View Post
Actually - you are making yourself the fool.

Both SSAO and Tonemaps (+ a WIDE variety of other post-processing shaders & filters) are fully available in DX9, and with good implementation, are perfectly viable performance wise.


The BIGGEST example of this is CryEngine 3, which is running under DX9 (on consoles and PCs) and is an amazingally beautiful engine.



I never said they cannot be done - they are done alot better and with less of a performance hit in DX11. Crysis 3 is a CONSOLE oreinted engine, its sacrfices alot of Cryengine2 features and in fact is less powerful. They cut down on its draw distances, physics, lighting effects among other things to gain performance. ALso you just called Oleg Madox the fool because that was a quote from him on DX11 use vs DX9 in COD! So instead of criticising me on the hssao which I never once wrote (until right now) maybe you should pay attention to something called a quotation mark (") and a link, but as someone who thinks cryengine 3 is the best thing since sliced bread I should not of expected more (because its a crappy engine and game, not to mention that there is only three graphics setting on the computer (discluding res) which is "gamer" "advanced" "hardcore" and absolutely no info on what each entails. But I guess thats how you like your options, clean cut and just what you see right infront of you?
But I suppose if you know squat about what goes on under the hood you might think it looks better.

Now remembering that cryengine 2 is many years older then 3, and that its running in DX10 not DX11 (10 is not as efficient and is harder as a graphics designer to use) this shows the differance well:

Last edited by Heliocon; 03-31-2011 at 05:58 AM.
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