Jawed
Legend
Interview with Lead Designer, Artem Kulakov:
http://www.pcgameshardware.com/aid,...-only-game-Interview-with-Lead-Designer/News/
It's interesting to see that some D3D10.1 features may have been dropped. In this interview he says:
Jawed
http://www.pcgameshardware.com/aid,...-only-game-Interview-with-Lead-Designer/News/
DX10 has offered a lot of advantages over DX9. First of all, DirectX 10 allowed us to simplify the rendering engine. It matches capabilities of next generation consoles better than DX9, which is important for us considering that Stormrise is a multi-platform title. We had fewer driver-specific compatibility issues with Stormrise compare to our previous games released with DX9.
It's interesting to see that some D3D10.1 features may have been dropped. In this interview he says:
Whereas in the older interview (linked from this new interview) he said:We integrated DX10.1 features to give extra performance benefits for players that have compatible hardware:
- DX10.1 adds a new instruction called Gather, which can gather 4 texture samples at once, at a much lower cost than issuing 4 separate Sample instructions. Consequently we are able to optimize our shadow map technique, and even shoot for higher quality.
- The Gather instruction will also allow us to optimize our Screen Space Ambient Occlusion (SSAO) algorithm - again producing a higher image quality.
I can't tell from that whether the MSAA-specific D3D10.1 capabilities have been dropped from the engine, or whether they have added these capabilities to the NVidia, D3D10, version of the renderer, so 10.1 no longer has any advantage.We are currently working with AMDs engineers to implement the following DX10.1 features:
- DX10.1 allows you to read back from a Multi-Sampled Anti-Aliased (MSAA) depth buffer, which means it is no longer necessary to render depth out separately. This means that the current Multiple Render Target (MRT) setup can be bypassed for DX10.1 capable HW, and therefore yielding a performance gain.
- DX10.1 introduced fixed sample patterns for MSAA modes, and also allows the Pixel Shader (PS) to output the MSAA Coverage Mask. This enables us to gain full MSAA Alpha Tested geometry, leading to higher visual quality.
- DX10.1 adds a new instruction called Gather, which can gather 4 texture samples at once, at a much lower cost than issuing 4 separate Sample instructions. Consequently we are able to optimize our shadow map technique, and even shoot for higher quality.
- The Gather instruction will also allow us to optimize our Screen Space Ambient Occlusion (SSAO) algorithm - again producing a higher image quality.
Jawed