DirectX9 vs DirectX10 *again*

alexsok

Regular
Sorry to bring it up again, but I bet my ass it would get lost in the myriad of other posts in other topics.
Anyway, in IGN's CryTek preview here:
http://pc.ign.com/articles/705/705150p2.html

The scene on deck was pretty cool. Fires were raging and smoke was pouring out of the ship and into the air. When the Hunter pronounced its presence with that mighty scream, the battle was on. While we're on the subject, this is one of the areas presented to show the difference between DirectX 9 and 10 in the earlier video presentation. In the DX9 version, the Hunter comes out, screams, looks scary, and then that's about it. In the DX10 version, the Hunter comes out and its scream causes all of the fire and smoke in front of it to react. Both blow away from the monster creating with a detail, a much more immersive experience.

Would someone mind explaining to me how does that have anything to do with DX10 being more "advanced" than DX9? As far as I can see, that was only PPU support at work cause I haven't heard any of those effects not being possible on DX9 based machines. Prettier yeah, but significant the way it is described in the article? Hell no.

P.S
Or maybe, just maybe, the author is just a layman in these things and he buys every word as valid truth from the horse's mouth? :)
 
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alexsok said:
P.S
Or maybe, just maybe, the author is just a layman in these things and he buys every word as valid truth from the horse's mouth? :)
Bingo!
 
I haven't read the full interview/article, but it doesnt sound like something that is directly due to the v10 API, but it could be an indirect bonus.

The v10 pipeline is substantially more expressive and the general driver/runtime model is much more efficient. Not just the extra raw performance, but the fact that you can also express the same algorithms/effects more efficiently. This can have the knock-on effect that the developers can cram in more work in the same amount of time.

hth
Jack
 
Unfortunately nearly the whole PC game industry has a bad behavior when it comes to new technology. If the talk to the press the always say that the use the newest and greatest API features to build better or at least faster effects that anybody before. I have stop counting the games that allegedly use shader model 3 some time ago.
 
RobertR1 said:
Wow.......If that's not exaggerted, by turning the settings down the DX9 version, then next year should drop a lot of jaws.

Yeah, the water looks awesome.. looks.. real..
 
Too bad its some of the worst DX9 water I've ever seen in a game >_<

It basically looks like the water from Morrowind.
 
This is stupidity. The second image simply includes HDR and a more "advanced looking" water. This is renderable on every card above geforce6***
 
Perhaps...and what about performance doing that particular water rendering under DX9?What if it`s using hugely slow VTF to achieve that effect?I`m not saying that this is illustrative for DX9 vs DX10, but those are some points that should be had in mind when having talks about this face-off
 
Zengar said:
This is stupidity. The second image simply includes HDR and a more "advanced looking" water. This is renderable on every card above geforce6***
Yes, but you're missing a vital point I think.

D3D9 and relevant cards might be perfectly capable of handling the effects shown - but can they handle it efficiently? Sure, D3D9 might be able to do it - just so slowly that its not viable ;)

One of my primary interests in D3D10 is the new classes of algorithms it exposes, or the way in which it makes existing algorithms more intuitive and straight-forward. There are a lot less cases where I jump through the hoops to get the API to do what I want, instead, I just do what I want the way I want to.

I mentioned it in the previous thread and I'm not 100% sure it'll work, but I can condense the classic water algorithms down to a single geometric pass and one texture pass using D3D10 (from 4 on D3D9). Thats a *lot* less work to be done by the application, API and hardware. What If I choose to invest that "spare time" in making the effect more complex and more accurate/pretty?

I dont know if thats the case in the previously mentioned screenshots, but as a general point it might well explain why we'll see such differences between v9 and v10 based engines.

hth
Jack
 
IMO the dx10 shot there looks pretty much like BF2's water...perhaps with some added wave breaks and surface detail.

:|
 
Sobek said:
IMO the dx10 shot there looks pretty much like BF2's water...perhaps with some added wave breaks and surface detail.

:|
"Some dded wave breaks and surface detail" - uh, yeah - those two components make up a significant reason why realistic water looks the way it does. No way in hell does BF2's water come close to that shot.

Best water ever IME.
 
The DX10 water is awesome, except for the reflection of the mountain, which is obviously way wrong.
 
Yeah...

I like how the sky textures are different and a lot more scenic in the D3D10 version...
 
That water looks great, but something about the reflections is not quite right. The scale could be a tiny bit off, and the edges of the lake should be darker.
 
Probably virtual displacement mapping. They talked about it in a DX10 presentation I have somewhere. Basically, you extrude/generate a little bit of geometry from the model, so you can enclose the full extent of the displacement within the resulting hull. Then you can raytrace into the hull to find the actual surface, or render no pixel if it was a miss. I'm guessing it's fast enough to work on all surfaces, so in that sense you can say that we finally have real-time hardware accelerated ray-tracing.
 
the dx9 water looks dx8
also the dx10 mountains/trees look dx5
in other words, a bogus comparrison
 
zed said:
the dx9 water looks dx8
also the dx10 mountains/trees look dx5
in other words, a bogus comparrison
It's a frickin' flight simulator. Are you seriously expecting the jungles from Crysis along the mountainside? Yeesh.
 
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