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Old 2011-08-09, 11:13 AM   [Ignore Me] #31
Infektion
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Re: Forge light engine.


Originally Posted by Levente View Post
so when if i have a 590 gtx, then i dont have to worry about buying an additional physx card
not necessarily, but adding another card, even an old cheap one such as a 8800GTX, will increase performance if you run as dedicated PhysX. BTW. A dedicated PhysX card does not need an SLI bridge.
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Old 2011-08-09, 12:29 PM   [Ignore Me] #32
bjorntju1
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Re: Forge light engine.


A really old version of Planetside when it was still in developement.

There are more here:

http://www.planetside-universe.com/m...t_id=2&page=43

(top of that page, and more on a few previous pages back)

Last edited by bjorntju1; 2011-08-09 at 12:32 PM.
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Old 2011-08-09, 02:08 PM   [Ignore Me] #33
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Re: Forge light engine.


Yea no idea what those were supposed to be but they never made it into any playable version outside of SOE.
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Old 2011-08-09, 02:54 PM   [Ignore Me] #34
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Re: Forge light engine.


Volumetric fog is featured in games back since the late 90s, it was clearly visible in even Planetside 1 as a static fog for hiding things in the distance. I doubt they actually meant dynamic volumetric particle effects for things like explosions, smoke, and fire. These can all be tricked into looking just as good with well designed sprites using soft particles(feathering of the sprites when they come into contact with geometry).

As for real time radiosity... I interpret that as some sort of real time global illumination system which is NOT seen in many games today, truth be told I've only ever heard of it used in the Frostbite 2 engine, and CryEngine 3. You can probably bet that this sort of feature if seen in Planetside 2 will be a directx 11 exclusive feature. The latest Unreal Engine 3 builds use a really nice static global illumination system, if by any chance it can look as good as that, and be dynamic, then by god I'm buying a dx11 card.

Ambient occlusion is a 2d effect used in post processing to simulate darker and more defined shadows for when objects come in close contact with each other, like a players feet to the floor or the corner of a wall. It's used in many games of this generation today.
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Old 2011-08-09, 03:56 PM   [Ignore Me] #35
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Re: Forge light engine.


Originally Posted by Elude View Post
Volumetric fog is featured in games back since the late 90s, it was clearly visible in even Planetside 1 as a static fog for hiding things in the distance. I doubt they actually meant dynamic volumetric particle effects for things like explosions, smoke, and fire. These can all be tricked into looking just as good with well designed sprites using soft particles(feathering of the sprites when they come into contact with geometry).
It's volumetric in the sense that you can hide a plane in a cloud. That seems to be their goal. Getting soft particles to imitate volumetric particles is fairly tricky (America's Army got it to work kind of. The effect broke down inside the fog) so I'd imagine they're referring to actual volumetric fog a la CryEngine 3's tech demos for radiosity. I pointed this out before that the modern nested grid approach for rendering real-time radiosity via ray marching through light propagation volumes is really only a DX10/11 ability. I have no idea how they plan to support DX9 unless they found a way to fake this kind of stuff. (Essentially the same modern algorithm for radiosity can give you free volumetric fog).

My fear is they implement a DX9 fake version and then a DX10/11 version and the DX9 version has artifacts that let you see objects in the smoke/fog.
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Old 2011-08-10, 04:48 AM   [Ignore Me] #36
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Re: Forge light engine.


Thanks for the response Sirisian, I see your point.

I agree that many features will have to be faked for Dx9 if they implement such features that would otherwise require Dx10/11. I don't think we'll see the full capability of these features in Planetside 2, someone hiding in a volumetric static cloud(like in crysis) versus someone hiding in a cloud made of sprites or no cloud at all could pose some real balance issues.
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Old 2011-08-10, 02:50 PM   [Ignore Me] #37
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Re: Forge light engine.


Which is why I hope we're ready to just drop DX9 support. It's not like GeForce 8xxx's are hard to get a hold of, and we've had Vista out for nearly 5 years, now. I think that the "3-5 year old machines" snippet (or whatever it was) coincides nicely with suggesting that DX9 may not be supported.
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Old 2011-08-10, 04:03 PM   [Ignore Me] #38
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Re: Forge light engine.


I hope so. Its time to drop the crap really. DX10 got alot of nice features that just cant be used fully if you still support DX9 as well.
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