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Old 09-25-09, 11:30 PM   #13
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Default Re: Stalker - DX10 vs. DX11 Screenshots

I don't see any significant difference. The only thing my eyes picked up was the smoother gas mask thingie.
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Old 09-25-09, 11:39 PM   #14
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Default Re: Stalker - DX10 vs. DX11 Screenshots

I think those DX11 shots can be done in DX9
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Old 09-26-09, 12:46 AM   #15
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Default Re: Stalker - DX10 vs. DX11 Screenshots

We all be so cynical these days...

Sure you could probably do stuff in the DX11 shots on DX9 but as Jakup rightly said, the overhead would be too much for the DX10 or DX9 GPUs whereas, not so much in DX11.....
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Old 09-26-09, 02:03 AM   #16
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Originally Posted by Bokishi View Post
I think those DX11 shots can be done in DX9
Of course you can, Quake 3 did curved surfaces 10 years ago.

The difference though is that it is resource heavy and tessellation is supposed to improve the performance, we shall see.
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Old 09-26-09, 02:44 AM   #17
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Default Re: Stalker - DX10 vs. DX11 Screenshots

dx9 is still one to go
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Old 09-26-09, 02:54 AM   #18
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Default Re: Stalker - DX10 vs. DX11 Screenshots

for some reason the lighting looks very different... I dont think that was an intended effect.

As for tessellation, wasn't this a dx9 feature on ati cards? did they decide to make it a global feature now?
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Old 09-26-09, 05:24 AM   #19
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Default Re: Stalker - DX10 vs. DX11 Screenshots

If the evidence from those screens is the only thing we have to look forward to on DX11 then i aint sold.
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Old 09-26-09, 06:30 AM   #20
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Default Re: Stalker - DX10 vs. DX11 Screenshots

yea and the dx11 char doesnt even look more detailed or so.. very slim difference
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Old 09-26-09, 06:51 AM   #21
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Originally Posted by BioHazZarD View Post
yea and the dx11 char doesnt even look more detailed or so.. very slim difference
It´s the exact same content in there, so why would it?
they only ran tesselation on it, which splits it up in more polygons, and smooths it out a bit. (ie rounder edges)
To add detail you use a height map and deform the new denser mesh, here, they haven´t done that.

Its not a tech demo of DX11, its STALKER adding support for tesselation and some shadow tweaks, the rest is the same, the content in the game is the same.
So it´ll look largely the same.
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Old 09-26-09, 09:50 AM   #22
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Default Re: Stalker - DX10 vs. DX11 Screenshots

can this lead to better fps/performance if everything in the game is same?
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Old 09-26-09, 10:36 AM   #23
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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can this lead to better fps/performance if everything in the game is same?
Shouldn´t be slower atleast, but it depends on if they´ve rewritten much for the DX11 implementation.
By the look of some shot at the options, they have AO in there, and what is marketed as "HDAO" is basicly doing it using ComputeShader, and that seems much faster, so running AO in both should be faster in DX11, if DX10 mode has no AO, then DX11 mode would be doing more work here.

The contact hardened shadow thing prolly does more work, but its also presumably faster then doing the same thing in DX10 (otherwise it´d be a odd thing to keep in DX11 mode only).

And the performance impact of using tesselation is anyones guess I suppose.
On the one hand you increase the polycount manyfold, but you´re not sending more data to the card.

Plus if you get a DX11 GPU, you prolly didnt buy one that was slower then what you had already.
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Old 09-26-09, 11:55 AM   #24
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Originally Posted by Logical View Post
If the evidence from those screens is the only thing we have to look forward to on DX11 then i aint sold.
Frame rates are what will be needed to sell these cards and DX11.
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