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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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http://forum.1cpublishing.eu/showthr...795#post233795 http://en.wikipedia.org/wiki/High_Level_Shader_Language http://en.wikipedia.org/wiki/DirectX#DirectX_10 http://en.wikipedia.org/wiki/Direct3D#Direct3D_10.1 Dx10.1 allows shader model 4.1 and parrallel cube mapping (basically it improves shader/lighting performance greatly) and established standards for hardware so you dont have crappy cards that cant actually run any dx10 features used, aka a dx10.1 card will be able to use dx10 features decently where as a dx10 card most likely cannot. For example look at Shogun 2 - DX10 cards will not be getting AA while dx10.1 cards will be. DX11 features added are a massive performance improvement when used properly. But out of interest, what did was the purpose of your post exactly? Do you disagree that a 400 range card will easily beat out a 200 range? Or are you just saying dx10=dx11? Because there is a monstrous differance interms of upper end capacity, but in any case DX11 is 100% the way to go. Last edited by Heliocon; 04-16-2011 at 06:25 AM. |
#2
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For some one who keeps complaining that nobody reads their posts it's surprising that you don't bother to read other people.
Codex quite clearly said |
#3
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Is IL-2 CoD supporting dx 10.1 or 11 ?
Regards |
#4
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CoD uses DirectX 10 features in windows Vista and Windows 7 and DirectX 9 in Windows XP.
Because DirectX10 is a subset of DirectX11 if your running Windows 7 or vista with DirectX 11 you just use DirectX11. When the developers decide to implement the DirectX11 only features you will need a DirectX 11 graphics card to access those features. from Wikipedia "Direct3D 11 runs on Windows Vista and Windows 7. It will run on future Windows operating systems as well. Parts of the new API such as multi-threaded resource handling can be supported on Direct3D 9/10/10.1-class hardware. Hardware tessellation and Shader Model 5.0 require Direct3D 11 supporting hardware.[32] Microsoft has since released the Direct3D 11 Technical Preview.[33] Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. This helps to keep backwards compatibility with previous versions of DirectX." Cheers! Last edited by Skoshi Tiger; 04-16-2011 at 12:09 PM. |
#5
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Turned another side, would the game look nicer (recent amazing visual effects) while changing from (for example) Nvidia 260 to 5xx serie which - as far as I understand - does support a feature rich set of visual effects on top of the old ones.
Thanks Last edited by jf1981; 04-16-2011 at 12:55 PM. |
#6
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The game gives dx10_0 in the conf file. try to change that for 10.1? Won't work
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#7
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Really? I was talking about what you typed, not what you quoted (just noting what I thought was an unintentional discrepency). |
#8
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IF DirectX11 is a Superset of DirectX 10.1 THEN DirectX 10.1 MUST logically be a SubsSet of DirectX11. from Wiki again "Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. This helps to keep backwards compatibility with previous versions of DirectX. " http://en.wikipedia.org/wiki/DirectX_10#DirectX_10 For your argument in this case to be correct you must be able to list one feature of DirectX10.1 that is not in DirectX11. Last edited by Skoshi Tiger; 04-17-2011 at 02:00 AM. |
#9
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#10
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As for dx11 on vista - I actually did not know that they made it back compatible now, I cant believe I missed that (and when I am wrong or learn something new I always mention it if you read my posts). Now to be nitpicky DX11 is a subset of DX10, which is quoted in your quotes (so I imagine this is a simple mistype error). Given that DX11 is a huge leap in reality. Shader model 5 is alot faster and efficient for ssao and other lighting effects than dx10.1. Also DX11 has the abilitiy to use rasterizing/ray tracing which we will see in the future, along with tesselation for planes and especially terrain (huge detail boost and easy and fast for devs to use) along with direct compute which I suggested mid last year should be used for the sea/water, also for smoke and particle physics which would enable a plane flying through a smoke collumb to disturb the smoke/particles realistically which would be incredible (as well as clouds). I was pretty much firmly dismissed especially after the news that DX11 would not be in release, I believe one of the devs even said that they would only use tesselation for plane wheels... I said that was absurd and laid out why it should be used. Now I dont think it was due to me but the interview I linked obviously shows a major 180 interms of using dx11, especially tesselation. Also they will use direct compute for FM physics and they need DX11 to take full advantage of modern cpus, which again I strongly advocated for and was told that it would not make a differance in performance/was too hard/no one has them, and now obviously the multithreading is the big thing this game needs to improve performance (so I was right again). Now this doesnt mean by any stretch that I am always right, but over time I have been pretty much spot on with predictions. Last edited by Heliocon; 04-17-2011 at 12:53 AM. |
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