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Old 19 November 08, 22:46   #1
Stalk3r*
 
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Default Possible DirectX 11 Screenshots

Not confirmed.

But hey, they're still pretty cool to look at!







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Old 19 November 08, 23:08   #2
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I need a new graphics card currently i have 7300LE, basically, its for if you want to use more than one monitor, not to play games...*thinks about getting a 9800GTX(+)

very nice looking, but why DX11 so quick? i havent use DX:10, was/is it an epic fail type situation?
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Old 19 November 08, 23:33   #3
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Those are most likey "Artists conceptions".

The water one if fake, * I think* you can see it was painted on a canvas.
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Old 20 November 08, 09:36   #4
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I don't see any hint of canvas, picture is too small. It's also too small to say whether it still looks good at normal resolutions. The subtleties of the foam do suggest to me it's fake and I do have a hard time believing that this will actually move convincingly and smoothly.
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Old 20 November 08, 19:23   #5
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DirectX 11 makes use of compute shaders.

To summarize that; it uses every bit of processing power of your GPU to complement your CPU, if the software is written to address it though.
That means you have enough power for hardware accelerated gameplay physics, realtime raytracing and more über hightech crap which I don't understand anyway.

Perhaps it's even possible to use a very simple form of computational fluid dynamics so future racesims could simulate changes in aerodynamics.
Tyre dynamics can be offloaded aswell.
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Old 20 November 08, 19:49   #6
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Stunning. But wait for meeeeeee!!!! I haven't even gotten a DX10 card yet!
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Old 20 November 08, 20:58   #7
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Wikipedia:
Quote:
Direct3D 11
Microsoft unveiled Direct3D 11 at the Gamefest 08 event in Seattle, with the major scheduled features including GPGPU support, tessellation[10] support, and improved multi-threading support to assist video game developers in developing games that better utilize multi-core processors. Direct3D 11 will run on Windows Vista and its successor Windows 7. Parts of the new API such as multi-threaded resource handling can be supported on Direct3D 9/10/10.1-class hardware. Hardware tesselation and Shader Model 5.0 will require Direct3D 11 supporting hardware. [11] Microsoft has since released the Direct3D 11 Technical Preview. [12]
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Old 20 November 08, 21:05   #8
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Does anyone remember the FSX "screenshot" image of DX10?

"Artist's conception".

http://apcmag.com/directx_11_officia....htm?viewall=1
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Old 20 November 08, 21:08   #9
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Very sorry for the triple post!:

But, DX11 isn't planned to support ray tracing.

EDIT: AND: A little photoshop, sharpening/conrast/colour modding only to bring it out a bit.
Attached Images
File Type: jpg Fake.jpg (65.6 KB, 18 views)

Last edited by BeepBeep2; 20 November 08 at 21:32.
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Old 22 November 08, 19:21   #10
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Quote:
Originally Posted by BeepBeep2 View Post
But, DX11 isn't planned to support ray tracing.
That doesn't mean you can't have (realtime) raytracing in DirectX 11.
But there always is OpenCL, IEEE-754r, CUDA or CTM/Brook+.

The GPGPU support (or compute shaders) gives software developers access to harness the power of the GPU.
With that they can program their own realtime raytracing, or their own physics engine, or euphoria like in GTAIV or really anything you like as long as it's possible to program or as long as their is enough GPU power.

That and multi-threading is really the only thing which is really needed.
Everything else is just useless.
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