Serious Sam 3: BFE
Serious Sam 3: BFE > 総合掲示板 > トピックの詳細
Nintonito 2013年10月25日 20時05分
DX11/OpenGL 4.0 support?
WOuld be nice, considering how good the engine is. If not in SS3, will SS4 have this?
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DEN [CT]  [開発者] 2013年10月28日 2時10分 
What features from DX11/OGL4?
Rasta Pedobear (your dad) 2013年10月28日 10時00分 
txaa, tessellation
Nintonito 2013年10月28日 10時34分 
DEN CT の投稿を引用:
What features from DX11/OGL4?
Really up to you guys. Hell I would be content with a well-optimzed renderer. But It would be nice to see things like Tesselation, HBAO, etc.
kwahoo 2013年10月28日 14時37分 
DEN CT の投稿を引用:
What features from DX11/OGL4?

All increasing performance features eg. GL 4.4 multibind, ARB_draw_indirect, ARB_bindless_texture. I don't need thousands of new features, but I'd like 120/144 fps on mid-range PC.

Back in 2001-2002 TFE and TSE were less demanding than every single game with similar graphics.
最近の変更はkwahooが行いました; 2013年10月28日 14時39分
Nintonito 2013年10月28日 16時35分 
kwahoo の投稿を引用:
DEN CT の投稿を引用:
What features from DX11/OGL4?

All increasing performance features eg. GL 4.4 multibind, ARB_draw_indirect, ARB_bindless_texture. I don't need thousands of new features, but I'd like 120/144 fps on mid-range PC.

Back in 2001-2002 TFE and TSE were less demanding than every single game with similar graphics.
This +1. We need enhanced performance. Show those AAA devs how it's really done.
Rockhead Gaz 2013年10月28日 17時21分 
I actually feel that some of the more recent patches have really done a lot to improve performance. Of course, any further improvements would be more than welcome.
DEN [CT]  [開発者] 2013年10月29日 2時52分 
OK...

Tesselation
We're still not sure, lotta change in content. :( For the time being, parallax occlusion mapping is quite nice, isn't it? ;)

TXAA
Can be done on DX9... for now, we find FXAA as best tradeoff between quality and performance, but TXAA is really really nice, yes.

HBAO
DX9 also. However, it's a bit slow. We'll have another approach for our SSAO which will improve performance and quality at the same time. Just when we find some time to code that in. :-/

ARB_draw_indirect
Doing quite well with "standard" DX9 occlusion culling with 1 frame delay, thank you, but who knows, maybe some day :)

Multi-threaded DX11 device
Probably yes!

Performance
OpenGL is the fastest (from CPU side).

Anything else? Really, I'm curious about your input on this topic, so shoot...! :)
最近の変更はDEN [CT]が行いました; 2013年10月29日 2時52分
kwahoo 2013年10月29日 9時26分 
DEN CT の投稿を引用:
Anything else? Really, I'm curious about your input on this topic, so shoot...! :)

I wanna see glorious return of Temple of Effects and Temple of Models full of Utah Teapots;) Ok, I'm joking:)
Nintonito 2013年10月29日 10時30分 
DEN CT の投稿を引用:
OK...

Tesselation
We're still not sure, lotta change in content. :( For the time being, parallax occlusion mapping is quite nice, isn't it? ;)

TXAA
Can be done on DX9... for now, we find FXAA as best tradeoff between quality and performance, but TXAA is really really nice, yes.

HBAO
DX9 also. However, it's a bit slow. We'll have another approach for our SSAO which will improve performance and quality at the same time. Just when we find some time to code that in. :-/

ARB_draw_indirect
Doing quite well with "standard" DX9 occlusion culling with 1 frame delay, thank you, but who knows, maybe some day :)

Multi-threaded DX11 device
Probably yes!

Performance
OpenGL is the fastest (from CPU side).

Anything else? Really, I'm curious about your input on this topic, so shoot...! :)
Valid points. Frankly I would think that with some expert coding, you could leverage the new features of GL/DX to improve performance even further. Not only that, but things like HBAO and TXAA are better optimized for DX11 than DX9. Lastly, and this is a serious engine 4.0 comment, if you decide to abandon forward rendering, DX11 makes it much easier to maintain feature set.
Solais 2013年10月29日 10時36分 
kwahoo の投稿を引用:
DEN CT の投稿を引用:
Anything else? Really, I'm curious about your input on this topic, so shoot...! :)

I wanna see glorious return of Temple of Effects and Temple of Models full of Utah Teapots;) Ok, I'm joking:)

Actually, that's not a bad idea. It was always a thing for mappers and modders to reference and learn from.
[TJ] Terepin 2013年10月29日 12時06分 
DEN CT の投稿を引用:
OK...

Tesselation
We're still not sure, lotta change in content. :( For the time being, parallax occlusion mapping is quite nice, isn't it? ;)

TXAA
Can be done on DX9... for now, we find FXAA as best tradeoff between quality and performance, but TXAA is really really nice, yes.

HBAO
DX9 also. However, it's a bit slow. We'll have another approach for our SSAO which will improve performance and quality at the same time. Just when we find some time to code that in. :-/

ARB_draw_indirect
Doing quite well with "standard" DX9 occlusion culling with 1 frame delay, thank you, but who knows, maybe some day :)

Multi-threaded DX11 device
Probably yes!

Performance
OpenGL is the fastest (from CPU side).

Anything else? Really, I'm curious about your input on this topic, so shoot...! :)
Since SS games are huge open areas, DX11.2 will come in handy. And the best part of it is that it is HW compatible with DX11.
最近の変更は[TJ] Terepinが行いました; 2013年10月29日 12時07分
kwahoo 2013年10月29日 14時42分 
Terepin の投稿を引用:
Since SS games are huge open areas, DX11.2 will come in handy.
Are you talking about Tiled Resources (arb_sparse_textures in OGL) aka Megatextures?

Megatextures are cool... when you have 200 artists to work on level. IMO makes no sense or Croteam.
Nintonito 2013年10月29日 14時43分 
kwahoo の投稿を引用:
Terepin の投稿を引用:
Since SS games are huge open areas, DX11.2 will come in handy.
Are you talking about Tiled Resources (arb_sparse_textures in OGL) aka Megatextures?

Megatextures are cool... when you have 200 artists to work on level. IMO makes no sense or Croteam.
Meh if you restructured the assets, it could make for better streaming, which means smoother performance, and increased texture detail in future engines.
SpotteR 2013年10月29日 20時27分 
Hi all
need not greatly overstate the settings not all strong PC

middling PC
Processor: 64-bit 3.0 GHz
Memory: 4GB - 6GB
Graphics: geforce 8800-9600 & radeon HD

remove DX 9-11 rendering & support only cross-platform OpenGL.
OpenGL 3.2 support video: Radeon HD, R; GeForce 8000, 9000, GT, GTX.

sorry my english, this is google translate.
[TJ] Terepin 2013年10月30日 2時55分 
And you wrote it here because...?
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Serious Sam 3: BFE > 総合掲示板 > トピックの詳細
投稿日: 2013年10月25日 20時05分
投稿数: 57