Dunno what to say... My point is that its nice that they will start to use Directcompute for this kind of effects, but the names are retarded? Also directcompute could work both sides equally if Nvidia would not have gimped in compute power. Lets take PhysX for example, there is no way for AMD to make it run good, since its only optimized for Nvidia CUDA, now similar effects can be done on directcompute for both sides which is more efficient way.
To be fair, it's not that difficult to believe such things are real after my horses started running faster... I still like to think that one was a joke as well
More hilarious is that people after seeing that the BF4 demo runned on dual GPU 7990 card... Comments like this started to appear in overclock.net. I wonder how the comments would be if they would have said "3x Titans in the PC that runned the demo".
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I knew that demo had some stutter to it
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I saw stuttering
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I was thinking the same thing, it didn't look smooth enough
7xxx series is know for this so called major "frame latency", which cannot be seen unless you have diagrams from fraps or slow motion camera. Worst in case scenario for this is Far Cry 3 which looks absolute horrendous, horrible stuttering, but that has something to do with the game engine.
In the video at 9:17 the explosion is completely mind blowing. And confusing. I've watched it over and over and as far as I can tell it's completely volumetric, including the fireball. Buuuut that should not be possible at all on current hardware. It would take tens of thousands of volumetric particles to create that effect. And it's definitely not an animated texture on a sprite. Maybe they're using real volumetric smoke, but faking the explosion inside it somehow? I really want somebody from Dice to explain how they did this. Either way, it's by far the most realistic real-time explosion I've ever seen so congrats to them.
Also, I'm glad they finally have at least some real-time reflections. They still left it out on the smaller puddles though.
That explosion really caught my eye aswell, especially the smoke. Its somehow scripted for sure, no way there is physics involved.
Oh yeah, it's scripted for sure. You can just see how much different the smaller explosions right before it look. They smaller ones look pretty standard. But the big one, goddamn. It's seriously CG quality. I need to stop watching it cause not knowing is driving me insane.
That explosion really caught my eye aswell, especially the smoke. Its somehow scripted for sure, no way there is physics involved.
Oh yeah, it's scripted for sure. You can just see how much different the smaller explosions right before it look. They smaller ones look pretty standard. But the big one, goddamn. It's seriously CG quality. I need to stop watching it cause not knowing is driving me insane.
Either its some very nicely made particle smoke a.k.a "everytime the same" or its some GPU physics driven realtime smoke which i highly doubt. That smoke atleast can be done with PhysX, there is even realtime demo which you download. If it really is some directcompute effect, then its gonna be very demanding, 2 cards needed for it.
Too bad that all those sexy explosions and destruction will be much less attractive in multiplayer, like it happened with BF3 . It's understandable though. However, they're still miles better than the competition, where fire and smoke are basically one single sprite.
Modern Warfare 4 will revolutionize everything though, with the best Quake 3 engine implementation to date.
CS 1.6 smoke sprites were awesome at high resolutions (1600x1200), fps dropped nearly to single digits, since it was so fucking heavy for GPU (like millions of sprites ). Thank god we got particles after that
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