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-   -   DX9 for B.o.S?? (http://forum.fulqrumpublishing.com/showthread.php?t=36493)

RickRuski 12-14-2012 06:49 PM

DX9 for B.o.S??
 
Why would the new production team go with a 12 year old Dx system (based on the release date for B.o.S. and the first release of DX9) when there is a better one now. The subject at the new forum has been locked , why?? is it becoming a hot subject that the new development team don't want to answer?.

Is it because the R.o.F. engine is based on DX9 and to change it is not economically viable.
Surely this is a bacwards step, by the time B.o.S. gets released there may even be a new DX system (Dx12 or whatever). It sounds like the new series will be using old technology based on the R.o.F. engine. I have R.o.F. and find it not as good as C.o.D., the clickable cockpit features will disappear along with what else? so that it will be easier to use the R.o.F. engine?.
What a disappointing start to the new release.

theOden 12-14-2012 07:02 PM

Oh yes, someone should tell those pesky devs looks are all in a sim, working features are for kids.
What we need is cinema style graphics. DX15 preferably.

taildraggernut 12-14-2012 07:11 PM

Quote:

Originally Posted by theOden (Post 488093)
Oh yes, someone should tell those pesky devs looks are all in a sim, working features are for kids.
What we need is cinema style graphics. DX15 preferably.

+1, we shouldn't even bother with display devices, visuals are for pussies, who wants realistic visuals in a sim anyway.....monochrome in blocky pixels thats what we want, we wont get any nasty stuttering then.

Fjordmonkey 12-14-2012 07:16 PM

It's 2 years out, people. Much can happen in that timeframe.

And even if the game ISN'T in DX11, as long as it's good enough, why worry? Graphics isn't everything.

theOden 12-14-2012 07:33 PM

Quote:

Originally Posted by taildraggernut (Post 488097)
+1, we shouldn't even bother with display devices, visuals are for pussies, who wants realistic visuals in a sim anyway.....monochrome in blocky pixels thats what we want, we wont get any nasty stuttering then.

:grin: :) :grin:

AbortedMan 12-14-2012 08:30 PM

Take a look http://forum.1cpublishing.eu/showthr...t=36437&page=4

Wolf_Rider 12-15-2012 01:49 AM

Why shoot for DX11 now, when you can milk the DLC fans every step along the way to it??

Eighteen months/ two years out they say? it should be going to DX11 now as newer versions of DX will/ could well be out by then! and perhaps Windows 9

Ataros 12-15-2012 08:23 AM

If seems RoF visuals are not DX9 issue but art direction issue: artistic style vs. photo realistic style and maybe lighting technologies complexity.

ZaltysZ 12-15-2012 10:15 AM

Quote:

Originally Posted by Ataros (Post 488220)
If seems RoF visuals are not DX9 issue but art direction issue: artistic style vs. photo realistic style and maybe lighting technologies complexity.

Photorealism implies that image is like photograph, which is very different from what human eyes see in reality. I.e. photorealistic image tends to suffer from typical low dynamic range, what makes bright parts too bright, or dark parts too dark. If you are going to represent a tree in bright summer day in photorealistic way, then it will have some leaves almost black, and some leaves almost white, while other leaves will be green. Black/white leaves are details being seen by eyes, but lost because of "photorealism". If you choose to drop photorealism, and make bright leaves less bright, and dark leaves less dark, you will represent more details, but image will become more flat, less impressive/convincing. In other words, if you fix one end, you will break the other, and it will be so until graphic cards and displays will be able to represent high enough dynamic range.

I personally prefer details over impression/feeling in combat sims, because the less I see, the less realistic decision I can make. However, lots of people prefer impression, and RoF kinda goes more for later.

---

By the way, DX9 isn't so inferior visually like some people think. The differences between it and later DX APIs are more important for programmers than end users. There are things impossible or hardly done in DX9, but they are not used commonly anyway.

Liz Lemon 12-15-2012 10:31 AM

Honestly, it doesn't make much of a difference.

DX10 offers some advantages over DX9 - but almost all of them are on the developer end, ie how certain types of texture formats are handled, their max resolution, ect. I think the biggest thing it offered was geometry shaders.

DX11 went a bit further. Again, it offers a bunch of advantages for developers to make their lives a bit easier. But it also introduced some very cools things like tessellation. However none of those differences really matter unless you use them. And arguably the biggest feature for a flight sim, tesselation, is not used in either CLOD or ROf (although CLOD has some remnants of tesselator code iirc)

I think most of the differences people are seeing between CLOD and ROF have to do with CLOD using a deffered renderer (only in dx10 mode) and ROF using a forward renderer, CLOD system has the advantage of tons of dynamic lights and high quality shaders and little performance impact. ROF system has the advantage of offering hardware AA. But neither of them are using the API they are tied to to its fullest extent - CLOD particularly.

TLDR: The DX API you are using doesn't mean much to the end user today. DX11 offers tessellation and a few other cool features that the user will notice (and tons they will never see) Thats it though. You can make a very graphically impressive game in DX9.. but it would run a bit better if you did it in DX10 or 11.

I just wish they had kept the openGL part in the game....


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