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Old 10-23-09, 01:10 AM   #13
LordJuanlo
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Default Re: Unigine Heaven DX11 Benchmark

This is impressive guys... cmon ATI, release the x2 card
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Old 10-23-09, 01:39 AM   #14
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Default Re: Unigine Heaven DX11 Benchmark

How come they always overdo the depth on parallax effects on cobbles? (in this case displacement mapping I assume)
you cant drive a cart down those roads..

Everything else looks great though.
Sorta like a evolved Oblivion.
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Old 10-23-09, 03:41 AM   #15
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Default Re: Unigine Heaven DX11 Benchmark

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Originally Posted by LordJuanlo View Post
This is impressive guys... cmon ATI, release the x2 card
They've changed the names of the x2 cards to 5950(5850x2) and 5970(5870x2). Can't wait 'til my 5850 gets here.
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Old 10-23-09, 08:59 AM   #16
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Default Re: Unigine Heaven DX11 Benchmark

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Originally Posted by jolle View Post
How come they always overdo the depth on parallax effects on cobbles? (in this case displacement mapping I assume)
you cant drive a cart down those roads..
Yeah those looked very unrealistic. Leg and wheel breaker roads. Other than that it's well done and adds a lot to the houses and dragon for example.
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Old 10-23-09, 09:32 AM   #17
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Default Re: Unigine Heaven DX11 Benchmark

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Yeah those looked very unrealistic. Leg and wheel breaker roads. Other than that it's well done and adds a lot to the houses and dragon for example.
I think they are showing what the engine can do more so then the art style.
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Old 10-23-09, 10:52 AM   #18
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Default Re: Unigine Heaven DX11 Benchmark

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I think they are showing what the engine can do more so then the art style.
I think its generally a problem where people think its so sweet they dont know when to stop.
Most cases where people use parallax mapping (or now Disp Maps)for cobbled roads, they tend to pull up the strenght on the height deformation waaay to high.
so it just looks broken, UVs tend to stretch on the sides when you do height deform like that, so thats another reason not to pull it too far.

Looks great at most other places though, just the roads that are way overdone.

Minor gripe, but the interesting bit is that this seems to happen every time people use if for cobble stones, which are supposed to be somewhat flat to make a usable road.
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Old 10-23-09, 03:48 PM   #19
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Default Re: Unigine Heaven DX11 Benchmark

The cobblestones are just done that way to show off the DX11 tesselation feature. If you run with Tesselation off, or in DX10, it just looks flat.
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Old 10-23-09, 08:50 PM   #20
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Default Re: Unigine Heaven DX11 Benchmark

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The cobblestones are just done that way to show off the DX11 tesselation feature. If you run with Tesselation off, or in DX10, it just looks flat.
Alright, so if the 5870X2 spanks the GTX380 in every way possible- will you get two?
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Old 10-24-09, 02:46 AM   #21
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Default Re: Unigine Heaven DX11 Benchmark

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Old 10-24-09, 06:49 AM   #22
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Default Re: Unigine Heaven DX11 Benchmark

It runs on my GTX280s as well. Get a strange pause, then spurt kind of thing, alternating between 40fps and 70-odd fps. Does it with SLI enabled or disabled. Enabling Vsync just makes it go between 40 to 60 fps. It's kind of like it's rendering the frames, holding them back and then firing them out.
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Old 10-24-09, 08:24 AM   #23
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Default Re: Unigine Heaven DX11 Benchmark

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Originally Posted by jAkUp View Post
The cobblestones are just done that way to show off the DX11 tesselation feature. If you run with Tesselation off, or in DX10, it just looks flat.
yes, Im just saying it┤s too much height deformation, thats all..
they┤re showing displacement mapping on everything, most of it looks great.
cobbles however, does not.
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Old 10-24-09, 09:10 AM   #24
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Default Re: Unigine Heaven DX11 Benchmark

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Originally Posted by shteve View Post
It runs on my GTX280s as well. Get a strange pause, then spurt kind of thing, alternating between 40fps and 70-odd fps. Does it with SLI enabled or disabled. Enabling Vsync just makes it go between 40 to 60 fps. It's kind of like it's rendering the frames, holding them back and then firing them out.
Found it. EVGA Precision was the culprit - same behaviour in Crysis:Warhead so I knew it wasn't this benchmark.
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