• DX11 it will blow your mind!
    213 replies, posted
[media]http://www.youtube.com/watch?v=PR40GwRtFyw[/media] The guy who does the video is a freak but holy fuck look at this shit.
Can someone explain to me how the heck it's creating 3D Geometry on textures? Is this some sort of crazy feature on DX11? Is it utilizing normal maps or what?
I laughed my ass off for some reason at 8:50 "Where the fuck are we going?"
im ganna wait for a second gen fermi card :P also DX11 just looks like it would make the ground look painful to walk on
Ten... Eleven Those numbers are burned into my brain.
Where are the benchmark tools?
[QUOTE=Vexxus;20094731]Can someone explain to me how the heck it's creating 3D Geometry on textures? Is this some sort of crazy feature on DX11? Is it utilizing normal maps or what?[/QUOTE] Games already use normal maps, here I thought it was parallax mapping, but I don't think it creates more geometry. I could be wrong however.
[QUOTE=Moreto;20094994]Games already use normal maps, here I thought it was parallax mapping, but I don't think it creates more geometry. I could be wrong however.[/QUOTE] What about the dragon? I think this benchmark made the normal maps look like 3x better than the textures themselves to make DirectX 11 look better, cause on the dragon way too much detail was added when switching between DirectX 10 and 11.
I'm subscribed to this guy, what are the odds of you posting it. O.o
Ten. Eleven. Ten. Eleven.
[QUOTE=Vexxus;20094731]Can someone explain to me how the heck it's creating 3D Geometry on textures? Is this some sort of crazy feature on DX11? Is it utilizing normal maps or what?[/QUOTE] I think it's parallex vertex mapping (excuse my shitty knowledge, I don't know much about stuff any more), which I believe was already featured in Crysis? It had the thing on DX10 (or be forced with DX9) to where it made textures turn 3D somehow, it looked nice except when you found the edges and it would freak out.
[QUOTE=Vexxus;20095009]What about the dragon? I think this benchmark made the normal maps look like 3x better than the textures themselves to make DirectX 11 look better, cause on the dragon way too much detail was added when switching between DirectX 10 and 11.[/QUOTE] What seems to be happening in this video is not so much the textures are getting better as it is the models themselves are getting better, the detail that was 2D in DX10 is now 3D in DX11, who knows if they will do this in games or not though, seems a tad bit inefficient.
mind = blown
Awesome.
Just enough time until someone mentions OpenGL is better.
[QUOTE=Moreto;20095089]What seems to be happening in this video is not so much the textures are getting better as it is the models themselves are getting better, the detail that was 2D in DX10 is now 3D in DX11, who knows if they will do this in games or not though, seems a tad bit inefficient.[/QUOTE] I can't tell if this is the program actually doing it, or if they actually modeled all of these things out and are just toggling between the two. I can't see this running well either way. I actually thought it looked quite great on DX10 haha
Pretty cool. It looks like they used normal or parallax maps to actually detail the model rather than just creating the illusion of doing it.
You could say the dx11 effects are quite exagerated. Hell, that stair shouldn't be a ramp in directx 10, and it's not like dx11 takes those extra dragon polygons out of it's ass. Sure it's a few million, but that doesn't mean directx10 isn't advanced enough to render the dragon in 800 thousand polygons. But some things do look better up close, and cloth tesselation is sexy. My 2 cents on that.
[QUOTE=mrbloog;20095026]I'm subscribed to this guy, what are the odds of you posting it. O.o[/QUOTE] me too. It also made some parts on the walls/stones look worse.
Part of this is all due to the way they designed the maps, guys. But to me, I think this just adds the ability to get much higher poly counts. That's the big thing. Now, if it keeps the same speed while adding these MASSIVE amounts of polygons? That's mindblowing from a technological standpoint alone.
I wish this guy new what the fuck he was talking about. "Look at all the line... thingies, edges whatever you want to call them"
[QUOTE=Socram;20095307]I wish this guy new what the fuck he was talking about. "Look at all the line... thingies, edges whatever you want to call them"[/QUOTE] Yeah, that's the only thing that really bothered me. He's coming himself over a huge poly count. "IT'S AMAZING THAT THEY'RE SOMEHOW ABLE TO CRANK UP THE DETAIL FOR THE THINGIES AND STUFF. EVERYTHING EVER IS 3D."
And here I am stuck with a gfx card that can only handle 9c :sigh:
oh god.. i came
Yeah Boyblunder, thats whats nice about DX11 with using the same amount resources, but producing more polycount which brings less stress on the card and more detail to games. So you could have games like Crysis, and it won't hit as hard on your system as it did in DX10.
Who gives a damn if he isn't the most knowledgeable on terms? Did you see that DX11?
[QUOTE=Boyblunder;20095272]Part of this is all due to the way they designed the maps, guys. But to me, I think this just adds the ability to get much higher poly counts. That's the big thing. Now, if it keeps the same speed while adding these MASSIVE amounts of polygons? That's mindblowing from a technological standpoint alone.[/QUOTE] You can see his fp2 in the corner. It gets cut in half with it enabled, and this guy has 5870's.
Beta drivers, watch his other videooooss.
Yeah uh, if the mapper wanted to make a wall have parts that stand out, he could've done that. Same with the church shingles and the cross thingy...
Eh not really the mapper for that kind of detail, thats the modeller.
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