I'll be curious if they use tesselation for the 360 version also.
It could do wonders for LODing to to make it far less obvious as I learned in the Froblins tesselation demo.
I'll be curious if they use tesselation for the 360 version also.
In particular, one hopes there'll be use of Xenos' tessellator to do the same on XB360. And one wonders why a SPU can't be given that role also.
Any talk of DX11 features needs to be made in relation to the console implementations of this game. Otherwise that talk belongs in a Dirt 2 thread in the PC Forum.
In particular, one hopes there'll be use of Xenos' tessellator to do the same on XB360. And one wonders why a SPU can't be given that role also.
Actually it would be interesting to have Joker454's return on the matter. He stated in "I don't remember which" thread that he implemented it pretty succefully on ps3. On the other hand he was the reason why the "FKATCT" thread existed. I'm not sure that the problem (if any) would be bandwidth but instead the problem he was pointing out back in time. Waiting for his returnIIRC DX11 specs out 3 versions or "flavors" of tessellation, which would the 360 be most like or would it use its own version? I'd assume Microsoft would have one that was similar to its own product.
As to a spu tessellator, it would seem you could still run into BW problems but you might run it in conjunction with a spu occluder/culler. As I've heard nothing on this subject it'd make an interesting discussion.
Dirt 1 was ridiculous, it had pretty graphics but was total rubbish.
The fastest way to take a corner was holding down the brake while giving full throttle.
So the game was completely ruined in your eyes because it dared to mirror reality? A lot of race drivers do this, only they call it left-foot braking.
http://www.gamersyde.com/news_colin_mcrae_dirt_2_out_on_september_10-8259_en.htmlColin McRae Dirt 2 out on September 10
Update: Added a new official video showing a replay of a Rallycross event.
http://www.gamershell.com/download_48574.shtmlDiRT 2 Battersea Rallycross Race Trailer (HD)
Meh. If I look at the driving physics, it seems below even Gran Turismo 3. And the graphics don't even look that much better either. All the detail has been put in some pretty meaningless environmental detail rather than the cars, which must have a very limited amount of polys.
Horsman: This is our third racing title on the current consoles, because we did DiRT 1, then we did Grid, and now we're doing DiRT 2, so basically the whole engine has been evolving and improving. For example, in DiRT 2 we have a deferred lighting system, which means on the tracks that are set in night we're going to have up to 100 light sources of all different colors. On Grid, we had just one -- the sun, and that was it. We've got visual enhancements everywhere now, really; we've got reflection maps on the bonnet, the fidelity of the tracks is double what we had in Grid, the cars models have twice as many poly[gon]s now, so when you accidentally have a crash the damage deformation is even more accurate....
http://www.gametrailers.com/video/studio-tour-dirt-2/48960DiRT 2
Studio Tour HD
http://www.gametrailers.com/video/exclusive-utah-dirt-2/52928DiRT 2
Exclusive Utah Trailblazers Trailer HD
I think you need to replay GT3, looks like DIRT1 on lowest settings..
Otherwise I think the cars "polygon strength" is mostly in the deformation and DX11 version should probably sport large amounts.
http://www.psu.com/DiRT-2-E3-09-Interview--a007513-p1.php0