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Old 09-26-09, 01:02 PM   #25
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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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?
TRUform was Proprietary, this is standard now in dx11...therefore more devs will use it, especially in the next gen of consoles.
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Old 09-26-09, 01:11 PM   #26
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Of course you can, Quake 3 did curved surfaces 10 years ago.
They weren't actually round though. By today's standards they weren't even close.

It was just a feature of the engine that made it easier to make curved surfaces in the levels. It didn't add polygons or do any kind of tessellation in real time.
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Old 09-26-09, 01:56 PM   #27
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Originally Posted by jeffmd View Post
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?
Yep. Ati wanted this feature long ago. It is in some older Ruby Demo
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Old 09-26-09, 02:00 PM   #28
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Default Re: Stalker - DX10 vs. DX11 Screenshots

Actually I think they are pretty round, surprisingly these days most games still rarely used curved surfaces! I remember that you can make them appear even more round via console tweaks but it added a performance hit.



I wasn't aware that it Carmack's method didnt add any extra polygons, it was so long ago I really dont remember
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Old 09-27-09, 08:34 AM   #29
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Default Re: Stalker - DX10 vs. DX11 Screenshots

I used to make Quake 3 maps, it was simply a way to make curved surfaces easier and have LOD applied to them, which was a new feature at the time. It was also for easily wrapping textures around curved objects in maps which allowed Q3's primitive shaders (remember the shiny objects like metal walls etc?) to be applied to the object seamlessly.

Tesselation is like a very advanced LOD. In quake 3 for example a large area of terrain would not use LOD because it was all the same obect. Only seperate objects in the distance would be culled for polys. Tesselation adds polys when up close and removes them when far away in a more universal sense. In the AvP videos you can see how it almost looks infinite with more and more detail being added the closer you get to the object.

As for stalker.... I see the difference but find it hard to overlook the crappy textures. Maybe they should do something about the textures before adding lots of features that bring the game to a crawl (sun rays) without changing the worst looking aspect (textures).
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Old 09-27-09, 08:58 AM   #30
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Default Re: Stalker - DX10 vs. DX11 Screenshots

All these comparative of the characters are enlargements of images, - and the low resolution textures + HDR bloom even look worse . In STALKER Clear Sky the new factions have a high resolution textures, unfortunatelly there is not in the old models .
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Old 09-27-09, 09:33 AM   #31
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Default Re: Stalker - DX10 vs. DX11 Screenshots

I think TF2 looks better.
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Old 09-27-09, 10:46 AM   #32
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Old 09-27-09, 12:19 PM   #33
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Default Re: Stalker - DX10 vs. DX11 Screenshots

Difference is negligible IMO. Unless you're the type who pays super close attention to polygons or have a comparison screenshot. You're not going to notice any change at all. But im more interested to know the performance hit though.
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Old 09-27-09, 12:36 PM   #34
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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Old 09-27-09, 02:18 PM   #35
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Default Re: Stalker - DX10 vs. DX11 Screenshots

curved surfaces in quake 3 were wonderful, so good infact I think the gov made id promise never to use it again...because they DIDN'T! NO game liscensed with the quake3 engine made use of curved surfaces and NO game SINCE then has attempted to replicate the feature.

Frankly I don't care if people think DX11 is worth it. It is there..it is in windows 7, it will be on all the new cards, and so when you upgrade your system, you will eventually have it.
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Old 09-28-09, 02:05 AM   #36
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Default Re: Stalker - DX10 vs. DX11 Screenshots

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I think those screens would be more appropriately called Tesselation vs no tesselation, in STALKER... (since thatดs all it is)
And you could get way better results with tesselation then that, especially if you used a height map and did displacement mapping.
Indeed, the result would have been a lot better with displacement mapping.
Oh and nowadays you do not use just a height map, you use XYZ displacement to get a better control.

Displacement mapping on DX11 is easy and free coding samples have been out for a several months.
The biggest problem is that one must create the proper maps for it, this is most likely the reason why we do not have proper displaced image here.
When using programs like mudbox, zbrush one can easily export displacement map.

There should be some other advantages on using DX11 on stalker, I would bet that post processing and volumetric shadows are now done with compute shaders, which improves FPS.
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curved surfaces in quake 3 were wonderful, so good infact I think the gov made id promise never to use it again...because they DIDN'T! NO game liscensed with the quake3 engine made use of curved surfaces and NO game SINCE then has attempted to replicate the feature.
The problem was that the curves were evaluated on CPU and then sent to GPU as triangle lists, this was not a feasible after T&L came to GPUs.
Also most of the games using quake3 engine used them and there has been several games which have had higher-order surfaces in a way or another after that, like SSX series on Ps2 and some racing games.
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Tesselation is like a very advanced LOD. In quake 3 for example a large area of terrain would not use LOD because it was all the same obect. Only seperate objects in the distance would be culled for polys. Tesselation adds polys when up close and removes them when far away in a more universal sense. In the AvP videos you can see how it almost looks infinite with more and more detail being added the closer you get to the object.
Sadly the AvP didn't seem to use displacement mapping either, if if they did the displacement map was quite bad, one could see that even with huge amount of triangles the shape didn't change.
With proper displacement map it will look incredible.
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