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ohither
04-07-2011, 04:57 AM
http://www.youtube.com/watch?v=7v2ExTxlf7c


well folks, that is what DX11 will be capable of :eek:

Kyang
04-07-2011, 05:14 AM
"Paging Dr. Harrr."

"Paging Dr. Harrr."

R315r4z0r
04-07-2011, 05:52 AM
Real life is also capable of such feats but you don't see people running around bragging about that, now do you?

>.<

but seriously, that looks pretty epic.

Heron
04-07-2011, 05:54 AM
"Paging Dr. Harrr."

"Paging Dr. Harrr."

Yep, we need his advice. Seriously, this looks great, but can this be done with DX10?

apt.pupil
04-07-2011, 06:42 AM
erm, actually no. DX10 doesn't have the same feature set and optimizations as DX11.

Commander32
04-07-2011, 07:03 AM
hah, and u wut roks? they gave us this bad boy for free, i has a couple of UDK games too :D

apt.pupil
04-07-2011, 07:10 AM
yeah. now they need to implement a system where one can use the new Unreal engine in UTIII, THEN we will have the best shooter in all categories on the market

Commander32
04-07-2011, 11:48 AM
or just make a UT4...

apt.pupil
04-07-2011, 11:50 AM
why? I love UTIII enough as it is- except for the gamespy servers

m4dn3ss
04-07-2011, 01:56 PM
Bloom effects are sooooo overrated and annoying.....

(btw Face classic music in background yay!)

apt.pupil
04-07-2011, 02:16 PM
to be honest- I like the bloom effects in Unreal engine

Harrrr
04-07-2011, 02:27 PM
Yep, we need his advice. Seriously, this looks great, but can this be done with DX10?

Some of it, yes. The rest could be done via traditional methods (CPU-based) rendering. I do want to point out that you should always take what you see in tech demos with a grain of salt. Specific areas are highlighted for the "sizzle" (selling the sizzle), but who knows if or when some of these features will be ready for the down and dirty games. Remember, UDK is exploring the possibility of branching out beyond games, specifically, and starting to try to become a GPU based renderer for animation and architecture firms (at least according to their presentation at SIGGRAPH this past year).

Things like Subsurface scattering (which is the technical term for partial translucency and light penetration into an object) have been specifically in the DX10 spec since release, and you could even do it if you were crafty enough with layered shaders in the DX9c spec. The actual detail on the model is controlled by the resolution of the texture; SSS only calculates light penetration.

DX11 MSAA Hair is just using the DX11 variant of the multi-sampling anti-aliasing algorithm. The actual hair is relatively easy to do and render (it's just a render-able line), and we've been doing that in real-time for about 5 years now in OpenGL based animation packages (Maya, soft Image ect). Spline Hair has also been possible in the DirectX 10 spec, but it doesn't get utilized because of the amount of work it takes to animate said hair. Most game artists just use polygonal planes to do hair, because it's pretty darn easy to use the vertices as a cage to get fluid animations (more info about poly hair: http://www.3dtotal.com/team/Tutorials_3/lowpoly_hair/lowpoly_hair_01.php). So take what you see with a grain of salt because it's not in motion.

Apex Clothing system is just a separate 3rd party bit of code that's added (kind of like how Havok is one methodology for creating real-time physics). All of that is completely possible since it has very little specifically to do with any iteration of DX, and more about supporting an existing 3rd party app.

"High quality shadows": Very generic term and probably mentioned to sell the sizzle. It's a shadow maps with increased resolution.

Bokeh DoF: a specific algorithm to creating DoF; not much to do with the DX version. Bokeh DoF is is designed around creating attributes around a virtual camera, instead of using post-processing techniques to give the same effect. This is catering towards those that are familiar with DoF in traditional 3D/animation packages.

DX11 tessellation and displacement. This is pretty much the only thing that can't be done in any regard in any DX iteration. It can and has been done using the CPU, but that's hardly going to get you real-time results. It can be done in OpenGL, though, but as a simulation.

Deffered rendering: a DX11 behind-the-scenes feature that allows you to split up the render plates. This gives more control to the artists so they can apply specific effects and the like on these different plates and be more efficient. You could do this sort of thing with the old ray-casting technique to separate regions, but differed rendering is much more efficient.

Image based lighting/reflections: already exists and has for some time. It's essentially a cheat for raytraced reflections/refractions. I'm assuming it just adheres to the DX11 specs.

Hopefully, that sort of gives you a clue into what this stuff is, does, and has come from. This stuff has less to do with the magic Pixie dust (DX11), and more about what Unreal does that adheres to the DX11 spec so that it is cross-compatible with DX11 specific hardware. Most of this stuff you'll be able to use and see using DX10 hardware (remember, the software has already migrated to D3D11).

Heron
04-07-2011, 02:57 PM
Sounds like DX11 is kind of like DX10.5 then, with Tessellation and Displacement the key new feature.

Harrrr
04-07-2011, 03:16 PM
Sounds like DX11 is kind of like DX10.5 then, with Tessellation and Displacement the key new feature.

Pretty much. It's very much akin to the changes that happened in DX9.0 and DX9.0B.

The actual image based displacement has been around; it's just that it hasn't been dynamic, if that makes sense. That really isn't actually "DirectX" it's what Epic does that adheres to DirectX. I don't think I really hit that point as much as I should have in my previous post. If you want to give props, you give them to Epic not DirectX. DirectX is just a standards spec (much like HTML), it's what the artists and programmers can do to bend and warp that spec into these amazing displays is what should be congratulated.

Heron
04-07-2011, 03:22 PM
It's hell of a job done by Epic, that's for sure.

That said, just how much could be pushed? I mean, this is a tech demo, but it really looks amazing, and just how far can they bend the specifications of DX11?

ohither
04-07-2011, 03:56 PM
either way this will not work on consoles lol :p

TheScientist
04-07-2011, 04:53 PM
either way this will not work on consoles lol :p

true,

though your gonna need one hell of rig to play that game that looks like the demo.

which is a good thing, current hardware far excells the the software demand's,
we need more game's like crysis when it came out, something that really flogs the hardware,
and this looks as if it could deliver just that

CNCGeek101
04-07-2011, 09:50 PM
true,

though your gonna need one hell of rig to play that game that looks like the demo.

which is a good thing, current hardware far excells the the software demand's,
we need more game's like crysis when it came out, something that really flogs the hardware,
and this looks as if it could deliver just that

We won't see many more games that flog the hardware since publishers are more worried about making money. If you want something that can flog the hardware I suggest trying out Metro 2033. Metro 2033 taxes hardware and if you increase the wrong setting in DX11 then you will have a stutter game.

CyborgBanana
04-08-2011, 12:29 AM
Hmmm... it would take some rig to play a game using the full potential of The 'new' Unreal Engine on the highest graphical setting. Not to mention, AI, sound, scripts and such would tax the CPU and RAM even more...

apt.pupil
04-08-2011, 02:20 AM
crytek engine, eat your own heart