Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: If you cannot read this, please ask an admin for assistance.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2011-08-09, 11:13 AM | [Ignore Me] #31 | ||
Sergeant Major
|
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.
__________________
I remember when my PC was awesome... N C Infektion I'm a REAL VET, not a green horn who bought his beta ticket. |
||
|
2011-08-09, 12:29 PM | [Ignore Me] #32 | ||
Captain
|
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. |
||
|
2011-08-09, 02:54 PM | [Ignore Me] #34 | ||
First Sergeant
|
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. |
||
|
2011-08-09, 03:56 PM | [Ignore Me] #35 | |||
Colonel
|
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.
__________________
[Thoughts and Ideas on the Direction of Planetside 2] |
|||
|
2011-08-10, 04:48 AM | [Ignore Me] #36 | ||
First Sergeant
|
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. |
||
|
2011-08-10, 02:50 PM | [Ignore Me] #37 | ||
Contributor Major
|
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.
|
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|