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Re: DirectX 11
[Re: Joey]
#376030
06/29/11 13:20
06/29/11 13:20
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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What's that realtime local reflection thing about? That's nothing new (just a mirror, right?) One video called it "SSR", which I imagine is screen-space-reflections. I think Little Big Planet does a similar trick when you're near glass surfaces. This way you can get decent looking reflections on arbitrarily shaped surfaces. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: DirectX 11
[Re: JibbSmart]
#376099
06/30/11 00:35
06/30/11 00:35
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Posts: 4,771
Bay City, MI
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What's that realtime local reflection thing about? That's nothing new (just a mirror, right?) One video called it "SSR", which I imagine is screen-space-reflections. I think Little Big Planet does a similar trick when you're near glass surfaces. This way you can get decent looking reflections on arbitrarily shaped surfaces. Jibb I was wondering what that was, to me it just looked like a typical rtt reflection added over it.
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Re: DirectX 11
[Re: lostclimate]
#376108
06/30/11 03:07
06/30/11 03:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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I would've thought so, too. I can't remember where I saw the screenshot that called it "SSR", but I think we're getting used to what "SS" means when we're talking about shaders, and it's not the first time I've seen such an effect.
It's all quite pretty, but as mentioned before, the tessellation is the only thing we can't do in DX9 (although I have no doubt many of the other effects are more efficient with DX11).
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: DirectX 11
[Re: JibbSmart]
#376126
06/30/11 08:44
06/30/11 08:44
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Posts: 7,121
Potsdam, Brandenburg, Germany
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DX11 against DX9 has to be viewed from the point of a platform strategy. If an engine has to be cross-platform, then it makes sense to stick to DX9 as long as the next consoles generation appears. But if you have a technology based on Windows only then by all means, DX11 is a big improvement. You never can have almost unlimited lights with the current forward renderer. And DX9 implementations of deferred rendering are often too slow.
DX11 not only gives you tesselation, it can give you freedom where you can have much faster rendering, more lights and post-processing at almost no costs. It can be an advantage on Windows systems.
Of course many current games do not come with such modern technology because pc sales are only 10-20 percent of all sales. Consoles are more important. But a PC-only engine could use this situation as chance to fill a gap.
Models, Textures and Games from Dexsoft
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Re: DirectX 11
[Re: Machinery_Frank]
#376131
06/30/11 09:06
06/30/11 09:06
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Lübeck
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That was basicly my idea, but that Deferred rendering is problematic with DirectX 9 ist something I don´t think, although in DirectX 11, it is of course an advantage that one can for example directly use the depthbuffer and don´t have to generate your own depthmap. Lightprepass rendering, which is what all those current deferred rendering implementations with those high light counts are about, is actually kinda THE technique for good results on the current generation of consoles. But yes, DX11 would be a great step forward. Performance and feature wize. I think that there is more possible than we can imagine at the moment, as so far no game even slightly used the given possibilities. And again, also don´t forget the power of geometry shaders. They can be great for things like fur, but also for example arbitary formed bookeh effects.
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Re: DirectX 11
[Re: FBL]
#376406
07/02/11 17:03
07/02/11 17:03
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Joined: Mar 2002
Posts: 7,726
old_bill
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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Thanks, haven't read that before.
Success is walking from failure to failure with no loss of enthusiasm.
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