Svensk Viking
Regular
In the DirectX Rendering 11 publication, are the missing performant drivers mentioned on page 34 the DX11 multithreaded rendering that we have heard so much about?
Obviously I haven't been paying attention but how can a DX10 GPU run in DX11? Is it just a way of saying there's a DX10 path inside DX11 so that the features exclusive to DX11 won't work?
http://www.anandtech.com/show/2716/3Anandtech said:Rather than throwing out old constructs in order to move towards more programmability, Microsoft has built DirectX 11 as a strict superset of DirectX 10/10.1, which enables some curious possibilities. Essentially, DX10 code will be DX11 code that chooses not to implement some of the advanced features. On the flipside, DX11 will be able to run on down level hardware. Of course, all of the features of DX11 will not be available, but it does mean that developers can stick with DX11 and target both DX10 and DX11 hardware without the need for two completely separate implementations: they're both the same but one targets a subset of functionality. Different code paths will be necessary if something DX11 only (like the tessellator or compute shader) is used, but this will still definitely be a benefit in transitioning to DX11 from DX10.
@SB, you're way too focused on that tweet. That tweet is just one of a long list of things that show Activision are greedy bastards. Why do you care so much about incremental updates when the output is trash? The other games you're comparing to look far better so why bother comparing?
Anyway, why are we talking about Activision's uselessness when DICE's awesomeness is now here for everyone to see? DX11 paper is up! A deferred engine with multiple AA options at varying levels of performance and quality along with efficient transparency supersampling? Way to kick ass repi and co!
http://publications.dice.se/attachments/GDC11_DX11inBF3_Public.pdf
Yeah, DX10 feature level is included in DX11. DX10 GPUs can run the DX11 path minus the SM5.0 stuff, tessellation, etc.
I love how they're taking AA seriously, and providing multiple options for it to suit your hardware. They even have a solution for transparency aliasing, something that almost nobody bothers with. Kudos!
Thanks guys. Very nice.This is what I've read about it...Apparently DX10/10.1 can also take advantage of DX11 multithreading if they get drivers
http://www.anandtech.com/show/2716/3
What he said, and@SB, you're way too focused on that tweet. That tweet is just one of a long list of things that show Activision are greedy bastards. Why do you care so much about incremental updates when the output is trash? The other games you're comparing to look far better so why bother comparing?
Anyway, why are we talking about Activision's uselessness when DICE's awesomeness is now here for everyone to see? DX11 paper is up! A deferred engine with multiple AA options at varying levels of performance and quality along with efficient transparency supersampling? Way to kick ass repi and co!
http://publications.dice.se/attachments/GDC11_DX11inBF3_Public.pdf
It is basically BF2 with MMO-like monetization, like buy 200 Battlebux and get a new gun etc.I might be interested. It's still a team objective based capture type game right?
Regards,
SB
Dunno, you get unlocks just by playing and you get silver battlebux just for playing too so you can unlock a gun for a certain amount of time.Are you gimped much if you don't purchase weapons or equipment?
Regards,
SB
Yes, that is what I can see now. I hope I am not breaching all kinds of NDAs here.Aaah, so there's a method in game to earn limited time with purchaseable weapons without spending real money? While using real money gets you the weapons permanently?
Regards,
SB