Can Tessellation by itself be turned off with config files or something? I'd really like to see benchmarks with everything else turned on for DX11 sans Tessellation.
Objects@extreme disables POM, too, so it doesn't answer your question.The new Ultra spec enables:
1. Object: Tessellation, Parallax Occlusion Mapping
2. Particles: Shadows, Particle Motion Blur
3. Post Processing: High Quality Motion Blur and DOF
4. Shading: Contact shadows, Realtime Local Reflections
5. Shadows: Realistic Shadows with Variable Penumbra
6. Water: DX11 version of ocean and water volumes
Keep 'em coming peeps.
Still waiting for my Q4 2011 upgrade before playing it.
Does the high-res texture pack impact performance?
My phone doesn't have a mouse
Cry-Adam said:All SP .cry files + One MP .cry file.
Encrypted pak's can be opened and extracted through a new tool in Sandbox and then you can create your own pak's for modding use.
But yeah, you'll find out tomorrow anyway
more vram doesnt change anything
http://www.pcgameshardware.de/aid,8...t-fuenf-neuen-Grafikkarten/Action-Spiel/Test/
Where is Neb??
He's been gone for a while.
PC gamers backlash against UT3 for being "crap" (not sure why since I personally though it a great game) probably had an influence on other EPIC games being console exclusive since.
Do cast shadows bend/follow/wrap around a displaced/tessellated surface or are they still flat/floating across the original geometry? (i remember seeing this in Crysis 1)
Does this question even make sense? Example pix please.
e.g. Post/pole casting shadow on a displaced terrain.
Some levels are simply abysal in performance because of the tesselation (and the one used in the bench isn't the most intessive one..) and the "AMD Optimized" toggle in the Catalyst panel doesn't help one bit...
Isn't that because AMD Optimized needs a profile for each game, and AMD currently hasn't provided one?
Still hasn't seen any reports about this working on DX10