Marcel van der Linden
Registered
Any plans for it because i think it will be better for overall performance for new gpu and cpu.
Graphics/Performance
Q: Any internal talks about DX11 in the future ? Is the move to DX11 much to complex?
A: It’s not about complexity, it is about benefit. There isn’t enough benefit to using it right now, though that does not mean there won’t be benefit going forward (though that might be with DX12, DX13, etc).
DX11 is just a sales pitch for iRacing, as with so many other things - sad to see it works![]()
I agree I seen nothing in pCARS or any other DX10/11 titles I want for rF2.
I do not want it looking like perfection.
How could I have driven GPL or so long otherwise.![]()
DX11 is just a sales pitch for iRacing, as with so many other things - sad to see it works![]()
Heres a game for you guys to play, the rest of us will be playing the latest and greatest technology has to offer.
Heres a game for you guys to play, the rest of us will be playing the latest and greatest technology has to offer.
Yes and you get the best out of those effects by using the latest direct x version that's coded for the latest cards. For instance implementing DOF and motion blur or heat haze will cost a great deal more power in dx9 vs 11. There's all sorts of stuff we will never get to experience if rf2 stays with dx9 because its just too costly.Wouldn't life be awesome if people actually read what you write and stopped reflecting on what you didn't ?
DX9 is often not even pushed to it's limitations, adding the same effects from the DX11 library is like the progress from running Notepad on WinXP and Win8. GPU and CPU cycles are limited and all effects comes at an expense, it's all about getting the best out of them...
From what I understand, DX11 doesn't necessarily deliver better visuals, but it does deliver a better optimised version of those visuals. So at the end of the day, the DX engine is the glass, the content is the wine.
Not true.DX11 is just a sales pitch for iRacing, as with so many other things - sad to see it works![]()
Exactly. All the latest changes in DirectX and OpenGL are almost entirely about performance and new design of game engines. One does not take advantage of DX11 simply by moving it's code base to it. You need to design your game engine an your tools towards these new features.From what I understand, DX11 doesn't necessarily deliver better visuals, but it does deliver a better optimised version of those visuals.
From what I understand, DX11 doesn't necessarily deliver better visuals, but it does deliver a better optimised version of those visuals. So at the end of the day, the DX engine is the glass, the content is the wine.
But looks like ISI doesnt care
Yes, because here's an idea, it's not that they "don't care". If that statement by them is correct, then that shows you they have weighed up their options and figured out that there is not going to be much of a ROI regarding DX11 in rF2. Still, DX11 would be technically better in terms of what it offers.
For most games I've tried in the last year (where the main GFX settings have stayed the same or not been tinkered with behind the scenes) DX11 hasn't really done a much to the visuals. Tessellation in some instances looks nice, but then again IMO it seems like a pretty small gain for what it is.
So then you say it might make it slightly easier for developers to "get things done" in the core of the game, make multithreaded/multicore stuff easier to take advantage of, different abilities with the API. Thing I remember reading is that simulation games cannot work over multiple processes as everything being processed must be tightly in sync for it to work well. Something about it almost being inherent in simulation software, an ability to "spread things out" is not possible.
It's just the way that I see it. They know what they are doing with their product and what they want to do/achieve. The time spent is not worth what the return would be it seems. To say there are just straight out gains to be had that they don't care about is a bit rash