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Повідомити про проблему з перекладом
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.
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...! :)
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.
Megatextures are cool... when you have 200 artists to work on level. IMO makes no sense or Croteam.
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.