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Old 12-15-2012, 11:31 AM
Liz Lemon's Avatar
Liz Lemon Liz Lemon is offline
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Honestly, it doesn't make much of a difference.

DX10 offers some advantages over DX9 - but almost all of them are on the developer end, ie how certain types of texture formats are handled, their max resolution, ect. I think the biggest thing it offered was geometry shaders.

DX11 went a bit further. Again, it offers a bunch of advantages for developers to make their lives a bit easier. But it also introduced some very cools things like tessellation. However none of those differences really matter unless you use them. And arguably the biggest feature for a flight sim, tesselation, is not used in either CLOD or ROf (although CLOD has some remnants of tesselator code iirc)

I think most of the differences people are seeing between CLOD and ROF have to do with CLOD using a deffered renderer (only in dx10 mode) and ROF using a forward renderer, CLOD system has the advantage of tons of dynamic lights and high quality shaders and little performance impact. ROF system has the advantage of offering hardware AA. But neither of them are using the API they are tied to to its fullest extent - CLOD particularly.

TLDR: The DX API you are using doesn't mean much to the end user today. DX11 offers tessellation and a few other cool features that the user will notice (and tons they will never see) Thats it though. You can make a very graphically impressive game in DX9.. but it would run a bit better if you did it in DX10 or 11.

I just wish they had kept the openGL part in the game....

Last edited by Liz Lemon; 12-15-2012 at 11:35 AM.
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