Dirt 2 is implementing Direct X11 stuff. I mean it's obviously just an add-in however slowly but surely games are starting to use these features. I agree it's about 3-5 years before this stuff is common place. Most likely once the NEXT next gen consoles come out this stuff will be standard.…
Wow its like a whole new world of 3d. And you really can notice it for those that were saying you cant and it isnt worth it. The water in Dirt 2 is getting so good you almost dont notice it.
chunky bricks look awesome to me! although the ones on the ground look pretty pointy for a flat walking surface :P and they also rather oversimplified their comparison model, you can get much nicer effects with 'current gen' tech obviously. I mean they made the staircase a 2 poly ramp ffs
I'm a bit confused on the subject of tessellation. Does DirectX11 just magically move more polys now? I guess what I'm getting at is, instead of guessing what the outcome of a displacement map will be, can we just model with a lot more tris now? Because I'd rather do that then monkey around with displacement maps and hope…
Im gonna be a bum-bum and say, why did they pick dirt 2 to demo these features..... Who cares what fancy techniques are being used on the flag waving in the corner that i see for .5 second as I whizz past driving my car, seriously I wouldnt even notice the crowd if they had 20,000 poly each and every single one of them was…
Ouch, you guys are quite confused on this one. The idea behind this kind of displacement mapping is a bit similar to normal mapping in that you compare a high res and a low res model and render the difference into a texture, but instead of storing the surface normal you calculate how much you need to move the surface…