Enemy Front

Enemy Front

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slimak Jun 13, 2014 @ 3:17pm
DX9 vs DX11?
there's HUGE performance diffrence between both modes, but what are practical visual diffrences? does DX11 give anything in exchange for it's horribly low performance?
Last edited by slimak; Jun 13, 2014 @ 3:17pm
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Showing 1-9 of 9 comments
NicZerus Jun 13, 2014 @ 3:35pm 
in my case dx9 not working with 7790
t00l46_2 Jun 13, 2014 @ 4:06pm 
well its the crysis 3 engine so dx11 adds tessellation i guess, and other fancy things. i just run dx9 because it probably wont look better enough to justify the lower frame rate.
Arc Jun 16, 2014 @ 1:35am 
Originally posted by murd6r:
well its the crysis 3 engine so dx11 adds tessellation i guess, and other fancy things. i just run dx9 because it probably wont look better enough to justify the lower frame rate.
DX11 =/= tessellation ON, DX11 have better performance than DX9 (or, it should have), but it does not mean that game have Tessellation or other DX11 compatible features. (but i really do not know what game have, but from what i saw it have overbloomed/glowing looking (because it's fancy-pancy console WOW cheap effect), and no aim toggle so i will never ever buy a game like this)
slimak Jun 16, 2014 @ 2:44am 
dx11 adds some sort of antialiasing that I would like to disable but I cant - any help appreciated with this one, how to disable it. it also adds better motion blur as I noticed so far.
Arc Jun 16, 2014 @ 3:15am 
Originally posted by slimak:
dx11 adds some sort of antialiasing that I would like to disable but I cant - any help appreciated with this one, how to disable it. it also adds better motion blur as I noticed so far.
the best motion blur is the disabled one :)
Selvec Jun 16, 2014 @ 3:20am 
DX11 offers a HUGE amount of stuff. Just not for this game. CryEngine 3 is developed with the intent of using DX11 to its fullest, but the developers have done sweet ♥♥♥♥♥ all here to take advantage. They mostly have used DX11 for water reflections and water tesellation. Which is a complete waste of time as most of the levels are set in non-water based area's.

So yea, turn DX11 to DX9 if you like.
slimak Jun 16, 2014 @ 3:30am 
what I dont get is why didnt apply some static precalculated lighting to the maps. on low they look ugly, on high game runs slowly and doesnt look that good to begin with. light sources that could make this looks a bit nicer disappear on relatively short distance. ( if anyone knows how to increase thsi distance please let me know )

like in, lets say, mirrors edge - this is a good example of precaltulated fake GI there that looked really nice. and here just this damn SSAO is meant is layed all over the screen and it looks dirty. I dislike SSAO because it just tanking gpu's and doesnt give image the proper depth, not in the right way anyway. and without SSAO this game here looks just flat and ugly.

and finally - lighting looks weak becuse it just looks like it was precalculated with some low preset, or even not precalculated at all. take a look at some smaller trees on French Town multiplayer map - they are flat to the bone. just sun, flat ambient light, and let bloom and ssao do the rest of the job for them. even sun is passing through the walls in many many many places. take away volumetrics and fog, and Enemy Front will look exactly like Fear 1, and thats a disaster to me :/ I played unreal engine 3 games that looked, overall, more eye-friendly, nicer than enemy front. a waste of great opportunity to use a great engine with great visuals here.
Last edited by slimak; Jun 16, 2014 @ 3:43am
rzn6jw Jun 16, 2014 @ 6:10am 
When I originally started the game, Dx11 was on automatically. I had skeleton buildings and invisible barriers/characters. I just turned it off and haven't had a problem since.
Bambi Jun 17, 2014 @ 7:49am 
Tesselation is a huge performance hog in Cryengine, force it off to get much better fps at similar visuals.
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Date Posted: Jun 13, 2014 @ 3:17pm
Posts: 9