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View Full Version : BoB also on DX11 ?



Player_43
12-11-2009, 02:01 PM
Oleg says: 'The final version will look better with DX9, but DX11 will offer the best visuals."

here: http://forum.1cpublishing.eu/s...32410f&t=2040&page=2 (http://forum.1cpublishing.eu/showthread.php?s=cd534650914b7558d120f6954a32410f&t=2040&page=2)

Urufu_Shinjiro
12-11-2009, 02:24 PM
Yes, Oleg confirmed dx9, dx10, and dx11 for SoW:BoB, each with varying levels of detail.

Choctaw111
12-11-2009, 04:23 PM
One can only wonder how well even the best hardware will run this thing when it is ready.
It surely looks beautiful though. I cannot wait to see this stuff in motion.
I must say for Oleg that he has been able to squeeze out every bit of performance from each compute cycle.

julian265
12-11-2009, 04:39 PM
If it'll work with DX9, it should work decently with current hardware. If it didn't, why would they bother with a DX9 mode?

Bearcat99
12-11-2009, 05:25 PM
I think that's why they went with DX over OGL... so that they could base the scalability as far as graphics goes partly on DX...

Gibbage1
12-11-2009, 06:01 PM
If there is a DX9 option, it should be easy to support older hardware. Its nice that 11 is being added. There are some great features in 11 that are very easy to add into a game engine through base shaders if the program is written to properly use DX shaders. Having real 3D waves will be a huge bonus for ships, and a feature easy with DX11 with displacement mapping. Then you can also use Tessilation on the ground for more detail.