So yeah. Why is it that my dynamic lights look passable in DX9 mode, but as soon as I switch over to DX11 everything looks like excrement? I'd really like to get this fixed. DX9: http://s20.postimage.org/7tk28754b/DX9.jpg DX11: http://s20.postimage.org/z5fb9j9uz/DX10.jpg
The acne isn't just on the cube. It's all over the model of the head as well, and it's not a limitation, it a complete and utter disability. In DX9 mode, acne only shows up at extreme angles and can be avoided. In DX11 mode, they are everywhere and no amount of moving the lights around will hide it. It is so bad that you…
I don't think thats a DX11 issue. I've had that kind of problem with DX9 as well. Search through UDK forums, it's been asked a couple of times but i don't remember how to get over it since i don't use dynamic lights so often.
So you are basically saying that UDK is a buggy piece of shit and Epic can't even put together a mediocre renderer that works in basic scenarios. Yes I'm sure. The images don't lie.
DX11 (IIRC) will force RT shadows for certain assets, there is nothing you can do about it. And frankly, I don't see this is a failure from Epic's side, since high quality shadows, especially with correct distance bias are expensive, VERY expensive, especially for engines lacking a Proxy-Mesh-Shadow casting option for…
UDK has quite a few DX11 issues. It's a very buggy system, and has been since DX11 was implemented. Unless you specifically need it, I would stick to DX9. You can still make your game look really awesome, you just won't have fancy features like tessellation and texture displacement.
Yeah, this. I'm not sure what caused lpcstr to have such a negative feeling to DX11, but I haven't had any problems. Even on multiple systems and UDK versions.