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Thread: Advanced DX11 and PHYSX features

  1. #11
    visibility on tesselation could be low range and blurry /blend into normal textures maybe?

  2. #12
    I'm hoping for "constraints" and attachment stuff such as ropes or even garry's mod style "welds", simply for the sake of doing even more ridiculous things along the lines of what's been done with attachto.

  3. #13
    both DirectCompute and OpenCL parts of DirectX and SDL/OpenMAX API's allow to code its more seamlessly.
    while PhysX can't. can't scale. up 2 that level.

  4. #14
    Master Gunnery Sergeant MavericK96's Avatar
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    I think I'd be pretty disappointed if tessellation was not utilized at all. It would be great for terrain and, depending on how optimized the implementation is, the performance hit shouldn't be bad at all if you have a decent enough card to play the game with in the first place.
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  5. #15
    First Lieutenant PuFu's Avatar
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    Quote Originally Posted by BasileyOne View Post
    both DirectCompute and OpenCL parts of DirectX and SDL/OpenMAX API's allow to code its more seamlessly.
    while PhysX can't. can't scale. up 2 that level.
    can't scale up to what?

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  6. #16
    Quote Originally Posted by Max Power View Post
    Tessellation would be largely not applicable in ArmA 3, I would think. Maybe for main characters or something. They do have a lot of detail on their maps but nothing that really seems to cry out for tessellation. We'll see I suppose. Tessellation on vehicles would be a waste of time IMO.

    Tessellation is probably the most wanted feature in any-game, alongside cheap anti aliasing.
    It adds level of detail that you can't possibly imagine at a much lower cost of performance compared to just adding high detail textures, plus it gives you the option of fine-tuning the details for optimum performance. Who wouldn't love that?

    ---------- Post added at 00:11 ---------- Previous post was at 00:08 ----------

    Quote Originally Posted by tremanarch View Post
    visibility on tesselation could be low range and blurry /blend into normal textures maybe?
    You should try the unigine heaven benchmark, or watch a video on youtube(or something of your choice), showing tessellation with wireframe mode on, it's amazing.

    ---------- Post added at 00:33 ---------- Previous post was at 00:11 ----------

    Quote Originally Posted by RasdenFasden View Post
    I'm hoping for "constraints" and attachment stuff such as ropes or even garry's mod style "welds", simply for the sake of doing even more ridiculous things along the lines of what's been done with attachto.
    Haha oh god yes.
    Though I was thinking something like the Just Cause grappling hook, so you could grapple your friends onto a speeding jeep. Now see.... that's fun.

  7. #17
    Quote Originally Posted by Fap View Post
    Tessellation is probably the most wanted feature in any-game, alongside cheap anti aliasing.
    It adds level of detail that you can't possibly imagine at a much lower cost of performance compared to just adding high detail textures, plus it gives you the option of fine-tuning the details for optimum performance. Who wouldn't love that?
    Want is different from need and also different from possible. What would you sacrifice for tessellation? View distance? This is like saying a ferrari showing up in your driveway would be super awesome because they are fun to drive. Unfortunately, you also have to pay for insurance, gas, and maintenance.

    Why not just have higher polygon wheels in the first LOD? Solving this problem with tessellation is going quite a bit overboard... now, if you said that the treads on the tyres needed to be there or else you were going to throw a fit or something, that would make more sense for tessellation, but less sense for... you know... everything else.

    Tessellation doesn't allow you to take a really low poly mesh and make it super high poly. It takes one that's already fairly descent and adds lots and lots of detail. Given the number of objects, entities, and polygons already on screen at the same time in ArmA, I think that an extremely sparing use of it to bring some life out some something that's both mostly lacking and also extremely important in ArmA... not car tyres.


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  8. #18
    Quote Originally Posted by DMarkwick View Post
    I'm looking forward to seeing how modders can tinker with any configged PhysX properties - and I'm thinking mostly about ragdoll settings here, although vehicle settings would benefit also
    Absolutely mate, we might also see some real fun mods too. If the PhysX stuff can be altered we might see some great space mods because of the low gravity. Anyone fancy battling Nazis on the moon ;p


    Quote Originally Posted by tremanarch View Post
    visibility on tesselation could be low range and blurry /blend into normal textures maybe?
    In theory, would that help with the age of pop up issue?



  9. #19
    Master Gunnery Sergeant Liquidpinky's Avatar
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    Quote Originally Posted by Bigpickle View Post
    In theory, would that help with the age of pop up issue?
    I think one of the main advantages of DX11 would be smoother LOD transitions, who wouldn't want that?



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  10. #20
    Quote Originally Posted by Liquidpinky View Post
    I think one of the main advantages of DX11 would be smoother LOD transitions, who wouldn't want that?
    How much smoother LOD transitions are we talking? I would like it if they vere fast and precise, because its a bit distracting in ArmA 2 when they change 0.5 seconds after you zoom in.

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