[QUOTE=BmB;20156513]No, even upclose the shadow from terrain is deliberately blurred according to distance.[/QUOTE]
What? That just makes it sound like the shadow had been baked into the map.
Yeah. But it only updates once every 5 seconds and still has a liberally tiny draw distance comparing the scale of maps that is possible. So being expensive is an option. It changes with the direction of the sun.
[editline]09:52PM[/editline]
You can see the effect described here on page 15 or somesuch: [url]http://ati.amd.com/developer/SIGGRAPH07/Chapter8-Mittring-Finding_NextGen_CryEngine2.pdf[/url]
Damnit! This whole thread has got me speeding from the 4890 to the 5850 and back again! I have no Idea what I want to get!
[QUOTE=tommyc225;20161772]Damnit! This whole thread has got me speeding from the 4890 to the 5850 and back again! I have no Idea what I want to get![/QUOTE]
If it helps, neither, get a 5870 if you can.
[QUOTE=Legend286;20161836]If it helps, neither, get a 5870 if you can.[/QUOTE]
no, because the difference between a 5850 and a 5870 is not worth the extra cost
Kinda late I guess, but as nvidia laptops have the 300m series, ati brought out the 5 series to laptops.
[url]http://www.newegg.com/Product/Product.aspx?Item=N82E16834220699[/url] -5470
[url]http://www.newegg.com/Product/Product.aspx?Item=N82E16834220696[/url] -5730
[url]http://www.newegg.com/Product/Product.aspx?Item=N82E16834220704[/url] -5870
Still can't decide whether I should go for the 5770, just for Dx11, or the 4890, for performance.
[QUOTE=reapaninja;20161896]no, because the difference between a 5850 and a 5870 is not worth the extra cost[/QUOTE]
Anyone who rated this post dumb or disagree is an idiot. He's correct. If you take 5 minutes to set your clocks to the 5870's, you basically have a 5870.
[QUOTE=reapaninja;20161896]no, because the difference between a 5850 and a 5870 is not worth the extra cost[/QUOTE]
Can't say I'm surprised this post got rated negatively.
[QUOTE=FunnyGamer;20177745]Can't say I'm surprised this post got rated negatively.[/QUOTE]
spoilt kids who don't know how to balance a build
[QUOTE=FunnyGamer;20177745]Can't say I'm surprised this post got rated negatively.[/QUOTE]
You're an idiot and you've proved time and time again that you have no idea what you're talking about when it comes to anything software & hardware, why are you here?
[QUOTE=Odellus;20177945]You're an idiot and you've proved time and time again that you have no idea what you're talking about when it comes to anything software & hardware, why are you here?[/QUOTE]
I love you too hun :love:
[QUOTE=Odellus;20177945]You're an idiot and you've proved time and time again that you have no idea what you're talking about when it comes to anything software & hardware, why are you here?[/QUOTE]
:iceburn:
My... Mind... Is still in one peice... :/
STALKER: Call of Pripyat has DirectX 11
[QUOTE=FunnyGamer;20144800](I mean, 1 billion poly models? Really? It'd be much more easier to have a single large poly model with a displacement map and let the Tessellation handle it all, as opposed to a software LOD system, so there's a lot less load on the CPU and RAM.)[/QUOTE]
Yeah I bet microsoft NEVER thought about ballancing quality and performance.
I think you might be trolling even because the level of ignorence is so immense I just can't believe it.
[editline]02:33AM[/editline]
[QUOTE=raccoon12;20180869]STALKER: Call of Pripyat has DirectX 11[/QUOTE]
And it still looks like fucking shit.
[QUOTE=Wheeze201;20182571]Yeah I bet microsoft NEVER thought about ballancing quality and performance.
I think you might be trolling even because the level of ignorence is so immense I just can't believe it.
[editline]02:33AM[/editline]
And it still looks like fucking shit.[/QUOTE]
What the fuck? CoP looks amazing.
[QUOTE=Odellus;20177406]Anyone who rated this post dumb or disagree is an idiot. He's correct. If you take 5 minutes to set your clocks to the 5870's, you basically have a 5870.[/QUOTE]
Which is probably a retardedly bad idea. I'll go out on a limb and assume that instead of selling high performance hardware at a lower price for no discernible reason other than to burn potential profit, that there is a good reason why the 5850's don't have higher clocks by default. Cores get locked and sold as lower hardware because of manufacturing faults, I can only assume that this is a similar case.
snip fuck it I can't be bothered trying to reason with idiots
[QUOTE=BmB;20184135]Which is probably a retardedly bad idea. I'll go out on a limb and assume that instead of selling high performance hardware at a lower price for no discernible reason other than to burn potential profit, that there is a good reason why the 5850's don't have higher clocks by default. Cores get locked and sold as lower hardware because of manufacturing faults, I can only assume that this is a similar case.[/QUOTE]
...
[editline]11:35PM[/editline]
actually im just gonna leave it at "..." because that is all that needs to be said
[QUOTE=BmB;20184135]Which is probably a retardedly bad idea. I'll go out on a limb and assume that instead of selling high performance hardware at a lower price for no discernible reason other than to burn potential profit, that there is a good reason why the 5850's don't have higher clocks by default. Cores get locked and sold as lower hardware because of manufacturing faults, I can only assume that this is a similar case.[/QUOTE]
Wow.
Really.
You might want to come up with better rebuttals than that.
[QUOTE=BmB;20184820]You might want to come up with better rebuttals than that.[/QUOTE]
I'll just say this:
Your post is its own rebuttal.
No it isn't. It's a fairly consistent assertion.
[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]
Normal maps are a way for textures to change the colour of the pixels dependent on the viewers viewing direction to it, so it gives the illusion of depth, when he goes to dx11, it uses a displacement map and actually makes geometry (instead of making it appear 3D, it actually becomes 3D)
can someone please tell me why the guy in the video is creaming his pants over a fucking geometry shader? please? anyone? i thought gamers were smarter than this.
In case anyone is still confused, here's a helpful post by good ol' Thisispain explaining what Tessellation actually is.
[QUOTE=thisispain;20014539]He asked how it works, not what it does.
The problem with hugely detailed models is that there's massive bandwidth when it comes to rendering them. Often we have to load several models in with different LOD's and also load massive amounts of information if the model happens to be highly detailed.
Tessellation removes these concerns, because the polygons are split instead into patches. A patch represents a curve or region, and can be represented by a triangle, but the more common representation is a quad, used in many 3D authoring applications.
What all this means is that DirectX 11 hardware can procedurally generate complex geometry out of relatively sparse data sets, improving bandwidth and storage requirements. This also affects animation, as changes in the control points of the patch can affect the final output in each frame.
Even more cool is this can all be done in one model, and then it can be stripped down of detail based on the level of detail. No more LOD's, simply tell the engine not to render detail-heavy patches for better performance.
Putting it simply, a shader pipeline can divide polygons to create higher detail by using models instead of normal or bump maps like we do now. It can have anti-aliasing and filtering (remember the jagged blurry edges of Crysis' parallax maps?) and it's pretty quick to render and store.[/QUOTE]
[QUOTE=thisispain;20036702]It's a more effective alternative to normal mapping and bump mapping. This is more like displacement mapping than those methods because bump mapping and normal mapping only affect the normals of an object, IE, the thing right in front of the camera. It distorts when you move it because it doesn't change the geometry. We're only modifying the texture so it creates an illusion of depth.
Take for instance F.E.A.R., shoot a wall, it creates a hole, the hole is lit realistically and appears to have depth due to parallax mapping.
Now move to the side, you'll see there is no depth, we only created a simulation of it by moving the texture.
An even better example is a solid sphere. Add a normal map or a parallax map to the sphere. You'll find none of the details from that map appear in the shadow because there simply is no depth information. There's no Z, it's only trickery. Now, because there is no Z, AA and AF don't work either. There's no information. Load up the parallax maps in Crysis. You'll find even with AA and AF there is none of that being applied.
[b]
Tessellation changes that and adds actual depth by doing it in the model rendering stage, not the post-model texture rendering stage.[/b]
Therefor, sweet AF and AA in models that are sophisticated like high-poly models but are actually memory friendly and easy on the graphics card like normal mapping.[/QUOTE]
[QUOTE=mrhippieguy;20186645]can someone please tell me why the guy in the video is creaming his pants over a fucking geometry shader? please? anyone? i thought gamers were smarter than this.[/QUOTE]
He has too much money to spend.
He doesn't know shit.
DX11 should hire a new stonecutter.
[QUOTE=mrhippieguy;20186645]can someone please tell me why the guy in the video is creaming his pants over a fucking geometry shader? please? anyone? i thought [b]gamers[/b] were smarter than this.[/QUOTE]
Haha, really?
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