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PCGH: Will the PC version of Batman Arkham City be shipped with support for DX11?
Ben Wyatt: Yes. It will also be shipped with support for NVIDIA 3D Vision, including full-HD 3D Vision cut-scenes on both DX9 and DX11.
PCGH: What do you think are the deciding advantages of DX11/Shader Model 5?
Ben Wyatt: DX11 brings quite significant improvements to the game visuals and performance:
1. DX11 tessellation. Smoothing and/or displacement mapping have been manually added by artists to a number of game assets throughout the game. This provides higher visual quality and richer environments to the game.
2. Texture arrays (available since DX10) are used to simplify and accelerate the rendering of the Multi-View Soft Shadows cast by the player-controlled character (Batman or Catwoman). This algorithm could have been implemented using DX9 with a texture atlas, but that would have been complicated and slower.
3. DX11 Compute shaders. The original built-in SSAO algorithm has been enhanced in DX11 by performing some additional rendering work. DX11 compute shaders are used to accelerate the AO-generation and blur passes by caching the samples in group-shared memory to reduce the number of texture fetches, significantly improving the speed and final quality.
PCGH: Do you focus on using DX11 for speeding up the rendering or will there be special visual improvements resulting in applying DX11 rendering techniques (Tessellation, HQSSAO, better performance post processing effects)? If there are special DX11 features what visuals will gamers with older DX9 video cards miss?
Ben Wyatt: Batman Arkham City uses Shader Model 5 to improve the looks while maintaining high performance. Gamers will see significant visual differences compared to DX9 and consoles. These differences are centered around tessellated environments and objects, higher quality shadows and better ambient occlusion.
PCGH: Will there be visual differences even between the DX10 and DX11?
Ben Wyatt: Yes. There will be multiple visual differences when playing the game in DX11 mode (only supported on DX11 GPUs) vs. DX9. The game does not support DX10.
Compared to the DX9 mode, the DX11 mode will have:
1. More geometric detail on tessellated objects, such as architectural details, vines and other organic shapes. The main difference will be no visible triangles and additional displacement-mapping detail. The difference will be mostly noticeable at to object's silhouettes, as well as playing the game with 3D Vision (which makes the displacement-mapping detail much more obvious).
2. A more pronounced contact occlusion due to the DX11 SSAO (especially noticeable on the PhysX debris, leaves, and paper), which makes certain objects look more in contact with the ground (as opposed to floating above the ground).
3. Contact-hardening soft shadows for the dynamic shadows cast by the player-controlled character (either Batman or Catwoman). On DX9, this dynamic shadow does not harden on contact, which looks less realistic.
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