In this article, directly from the Crytek Principal R&D Graphics Engineer, Tiago Sousa, you can get more information on exactly how we went about re-creating Crysis 2 in DX11. See below for a small quote from the article:
"With Crysis 2 being our first multi-platform game, our main focus was to ensure a successful delivery on all supported platforms. Unfortunately, such constraint didn’t allow us to concentrate on DirectX 11 with the level of commitment that is to be expected from a Crytek release.
This is the reason why it was decided to give the R&D team sufficient time and effort after the release of Crysis 2. The “DX11 Ultra Upgrade” is the result of this work: it is a free visual upgrade add-on introducing DirectX 11 support, as well as a wealth of graphical improvements and performance optimizations for both DX11 and DX9 API’s."
You can download and read through the full article here:
https://secure.mycrysis.com/site ... 1_ultra_upgrade.pdf作者: rickerlian 时间: 2011-6-28 10:09
比较感兴趣的是基于粒子的dof作者: mooncocoon 时间: 2011-6-28 10:35
那么多deferred rendering,关注一下有没有CS进来掺和作者: rickerlian 时间: 2011-6-28 13:03
没有,只有nv吹得最厉害的tessellation
One of the most important updates provided by the DirectX 11 API is the introduction of programmable hardware tessellation, via Hull/Domain shaders. We decided to push harder in this area。。。。
从pdf截图来看,tessellation效果看不出来,除了那堵墙,而我觉得那里更应该是POM的范畴
他增强效果(POM,SSDO,DOF)改进显得更给力作者: Edison 时间: 2011-6-28 13:21
POM 和 tessellation 相比性能消耗可能更大,而且存在损害画面品质(假设 step 不足够的话,看上去会怪怪的)的问题。作者: rickerlian 时间: 2011-6-28 13:41
也是,明白作者: mooncocoon 时间: 2011-6-28 14:09
确实没见CS,不过留了个话茬。
We believe that we only started to scrat**e surface of what is possible with the DirectX 11 API. In the near future, we will see a mu**er usage of hardware tessellation for visual effects and compute shader functionality for new approaches.
这算是刷存在感么……
RLR的加入倒是很值得关注,这玩意弄不好可以改变整个FPS竞技和游戏的玩法。其他的,我觉得应该说乏善可陈。即便是Sprite-based Bokeh Depth of Field给我的感觉也不好。