Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
<!--quoteo(post=1759735:date=Mar 17 2010, 06:40 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 17 2010, 06:40 PM) <a href="index.php?act=findpost&pid=1759735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello, i just want ask if the final release will have dx 10, are you UWETeam think about it? Like AvP which uses dx 9 and dx 10 or bad company 2.<!--QuoteEnd--></div><!--QuoteEEnd--> I believe target is dx9, perhaps in the future some of the effects or some of the implementations can be moved over. Remember that in many cases games that are "dx10" do not actually have any features or visuals that are not already available in other modes
I believe they've stated right now it's built in DX of some sort (probably 9), but that it was a module that could be swapped out for other APIs in the future.
That being said, I doubt they are currently placing hooks to do tessellation and such for that module (i.e. the shiny DX11 stuff), so it would most likely be a later add-on.
<!--quoteo(post=1759742:date=Mar 17 2010, 05:33 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 17 2010, 05:33 PM) <a href="index.php?act=findpost&pid=1759742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I assumed proprietary development was Open GL for ala cross-platformness.<!--QuoteEnd--></div><!--QuoteEEnd-->
If your main goal of building a game or engine is to have it supported on multiple platforms then OpenGL would definitely be your best bet. I don't think UWE is working towards that goal at the moment though, but they've maintained that they've developed the graphics pipeline interface to be as generic as possible allowing them to switch out DX for whatever graphics backend they need. OpenGL likely won't be in at release of NS2, but I'm sure it'll be in the engine by the time the next game rolls around or in a future update to NS2.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
<!--quoteo(post=1759938:date=Mar 18 2010, 06:37 PM:name=celewign)--><div class='quotetop'>QUOTE (celewign @ Mar 18 2010, 06:37 PM) <a href="index.php?act=findpost&pid=1759938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->DX11 or 10 really doesn't give you all that much... just a little bit prettier. NS2 is all dark and narrow anywayws.<!--QuoteEnd--></div><!--QuoteEEnd--> well thats not exactly true, have you seen the awesomeness that is metro2033 in dx10? But concerning ns2, its just not applicable for the product at hand. State of the art graphics and games almost never match, and when they do it usually takes a budget of dozens of millions of dollars. You guys are asking a bit much!
As the game seems to rely on a few solid effects and lots of attention to detail in the modelling and texturing department, I wouldn't have thought it'd need many super fancy DX effects.
<!--quoteo(post=1760793:date=Mar 24 2010, 01:32 AM:name=Karrde)--><div class='quotetop'>QUOTE (Karrde @ Mar 24 2010, 01:32 AM) <a href="index.php?act=findpost&pid=1760793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good god. At this rate, all games in the future will be made of nothing but bloom, blur, and brown in varying quantities :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Bahahaha!
But yeah, I don't care so long as it looks damn good. And I think it will, with some crafty DX9.
ON THE OTHER HAND - I would really like to hope that their engine is "upgradable" like the Source engine is, and that they can add to it and improve it as Valve has been doing with the Source Engine.
<!--quoteo(post=1761099:date=Mar 25 2010, 04:52 AM:name=Orz)--><div class='quotetop'>QUOTE (Orz @ Mar 25 2010, 04:52 AM) <a href="index.php?act=findpost&pid=1761099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ON THE OTHER HAND - I would really like to hope that their engine is "upgradable" like the Source engine is, and that they can add to it and improve it as Valve has been doing with the Source Engine.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, you can get your hopes up, because devs have openly stated that they make the engine to be as versatile and as moddable as possible so it can be used for any future projects.
Dx10 and 11 are the biggest placebo effects I've ever seen. They don't really add all that much.. tessellation just seems like a pointless waste of resources.
<!--quoteo(post=1761138:date=Mar 25 2010, 02:48 PM:name=jamin)--><div class='quotetop'>QUOTE (jamin @ Mar 25 2010, 02:48 PM) <a href="index.php?act=findpost&pid=1761138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dx10 and 11 are the biggest placebo effects I've ever seen. They don't really add all that much.. tessellation just seems like a pointless waste of resources.<!--QuoteEnd--></div><!--QuoteEEnd--> You're confusing offered technology for how it's currently used.
Honestly, I don't see why anyone is up in arms about this. So far, I haven't seen a single implementation of DX10 where the processing trade off was worth the minor graphical enhancements.
<!--quoteo(post=1761139:date=Mar 25 2010, 11:55 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 25 2010, 11:55 AM) <a href="index.php?act=findpost&pid=1761139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're confusing offered technology for how it's currently used.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe.. but most Dx10-11 features are behind the scenes. So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.
<!--quoteo(post=1761165:date=Mar 25 2010, 09:40 AM:name=jamin)--><div class='quotetop'>QUOTE (jamin @ Mar 25 2010, 09:40 AM) <a href="index.php?act=findpost&pid=1761165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe.. but most Dx10-11 features are behind the scenes. So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.<!--QuoteEnd--></div><!--QuoteEEnd--> age of conan is an example of dx10 put to good use imo <a href="http://gameplanets.blogspot.com/2007/03/age-of-conan-dx9-vs-dx10-comparison.html" target="_blank">http://gameplanets.blogspot.com/2007/03/ag...comparison.html</a>
<!--quoteo(post=1761165:date=Mar 25 2010, 07:40 PM:name=jamin)--><div class='quotetop'>QUOTE (jamin @ Mar 25 2010, 07:40 PM) <a href="index.php?act=findpost&pid=1761165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe.. but most Dx10-11 features are behind the scenes. So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, these are very thick people. Dx 10 is just another upgrade, it has some minor improvements over Dx 9 as 9 had over 8 and so on, in stability and performance, geometry shaders being most notable... It's simply unused and forgotten because M$ did a ######-move with locking it to Vista/7, which no sensible developer would follow.
So... My point was, it's not at all useless. It just isn't used.
<!--quoteo(post=1760793:date=Mar 23 2010, 12:32 PM:name=Karrde)--><div class='quotetop'>QUOTE (Karrde @ Mar 23 2010, 12:32 PM) <a href="index.php?act=findpost&pid=1760793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good god. At this rate, all games in the future will be made of nothing but bloom, blur, and brown in varying quantities :P<!--QuoteEnd--></div><!--QuoteEEnd--> <img src="http://xbox360media.ign.com/xbox360/image/article/906/906298/gears-of-war-2-20080828051842698-000.jpg" border="0" class="linked-image" />
<!--quoteo(post=1761185:date=Mar 25 2010, 12:44 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 25 2010, 12:44 PM) <a href="index.php?act=findpost&pid=1761185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, these are very thick people. Dx 10 is just another upgrade, it has some minor improvements over Dx 9 as 9 had over 8 and so on, in stability and performance, geometry shaders being most notable... It's simply unused and forgotten because M$ did a ######-move with locking it to Vista/7, which no sensible developer would follow.
So... My point was, it's not at all useless. It just isn't used.<!--QuoteEnd--></div><!--QuoteEEnd--> good point.
With Windows 7 selling well and windows XP disappearing.. it's gonna change. There are lots of improvements with DX10 & 11, BUT they aren't really used by developer that's all.
(do you think that the 100 lines of code Dice put in its FrostBite engine to enable DX11 support is enough to show you the DX11 tech ??? really ??? ...)
Comments
Like AvP which uses dx 9 and dx 10 or bad company 2.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe target is dx9, perhaps in the future some of the effects or some of the implementations can be moved over. Remember that in many cases games that are "dx10" do not actually have any features or visuals that are not already available in other modes
The engine itself can apparently be lifted onto different rendering platforms however, so support for it isn't out of question for the future.
That being said, I doubt they are currently placing hooks to do tessellation and such for that module (i.e. the shiny DX11 stuff), so it would most likely be a later add-on.
If your main goal of building a game or engine is to have it supported on multiple platforms then OpenGL would definitely be your best bet. I don't think UWE is working towards that goal at the moment though, but they've maintained that they've developed the graphics pipeline interface to be as generic as possible allowing them to switch out DX for whatever graphics backend they need. OpenGL likely won't be in at release of NS2, but I'm sure it'll be in the engine by the time the next game rolls around or in a future update to NS2.
well thats not exactly true, have you seen the awesomeness that is metro2033 in dx10? But concerning ns2, its just not applicable for the product at hand. State of the art graphics and games almost never match, and when they do it usually takes a budget of dozens of millions of dollars. You guys are asking a bit much!
Like really, why wouldn't you not want/love this?
I know, I did a bad thing. =D
Like really, why wouldn't you not want/love this?[...]<!--QuoteEnd--></div><!--QuoteEEnd-->
Because it looks kind of weird.
[edit]
Ah, my bad. Didn't notice that double negative...
Yeah, you are right. Unnecessary because weird. :E
I am dissapoint. =(
DX11 features can come afterwards if UWE so chooses. I can see how this game will strongly benefit from tessellation.
Bahahaha!
But yeah, I don't care so long as it looks damn good. And I think it will, with some crafty DX9.
ON THE OTHER HAND - I would really like to hope that their engine is "upgradable" like the Source engine is, and that they can add to it and improve it as Valve has been doing with the Source Engine.
Well, you can get your hopes up, because devs have openly stated that they make the engine to be as versatile and as moddable as possible so it can be used for any future projects.
They don't really add all that much.. tessellation just seems like a pointless waste of resources.
They don't really add all that much.. tessellation just seems like a pointless waste of resources.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're confusing offered technology for how it's currently used.
Maybe.. but most Dx10-11 features are behind the scenes.
So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.
So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.<!--QuoteEnd--></div><!--QuoteEEnd-->
age of conan is an example of dx10 put to good use imo
<a href="http://gameplanets.blogspot.com/2007/03/age-of-conan-dx9-vs-dx10-comparison.html" target="_blank">http://gameplanets.blogspot.com/2007/03/ag...comparison.html</a>
So I don't see how future use of Dx10-11 is going to make games look exponentially better... like some people claim.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, these are very thick people. Dx 10 is just another upgrade, it has some minor improvements over Dx 9 as 9 had over 8 and so on, in stability and performance, geometry shaders being most notable... It's simply unused and forgotten because M$ did a ######-move with locking it to Vista/7, which no sensible developer would follow.
So... My point was, it's not at all useless. It just isn't used.
<img src="http://xbox360media.ign.com/xbox360/image/article/906/906298/gears-of-war-2-20080828051842698-000.jpg" border="0" class="linked-image" />
So... My point was, it's not at all useless. It just isn't used.<!--QuoteEnd--></div><!--QuoteEEnd-->
good point.
There are lots of improvements with DX10 & 11, BUT they aren't really used by developer that's all.
(do you think that the 100 lines of code Dice put in its FrostBite engine to enable DX11 support is enough to show you the DX11 tech ??? really ??? ...)
I'm still stuck on what 10 did.