Sorry, but that's a myth. The only DX11 hair on that guy is his back hair.
He uses the hair to balance on the hoverboard and perform stunts.
Sorry, but that's a myth. The only DX11 hair on that guy is his back hair.
He also use it to bend time and walk through walls. He's the man.He uses the hair to balance on the hoverboard and perform stunts.
Epic would be better off having at least some of their games on rolling engine releases. They practically do that anyway, UT3 is, for the most part, built on UDK already.
Well, proper lighting for less desaturated maps?
Exactly. Plus, I'd hope they've made some real improvements to the netcode. One of Epic's biggest problems with past UT games has been their complete avoidance of netcode compatibility breaking patches. However, the biggest problem with UT for ages has been no updates to the performance and reliability of the netcode.Better lighting, quicker UI, increased performance across the board, improved uscript code modularity when they broke things up for UDKGame, better toolset for modders, and on and on. All the things UT3 needs since it's actual game play is solid.
Exactly. Plus, I'd hope they've made some real improvements to the netcode. One of Epic's biggest problems with past UT games has been their complete avoidance of netcode compatibility breaking patches. However, the biggest problem with UT for ages has been no updates to the performance and reliability of the netcode.
Well, proper lighting for less desaturated maps?
We're also talking hundreds of level designer hours relighting all the maps from scratch.
They're mocking us!
Better lighting, quicker UI, increased performance across the board, improved uscript code modularity when they broke things up for UDKGame, better toolset for modders, and on and on. All the things UT3 needs since it's actual game play is solid.
Anyone interested in PC gaming may find this recent post http://forums.anandtech.com/showpost.php?p=31520674&postcount=28 an interesting read.
Epic have just incorporated DX11 into UE3. Of course expecting that kind of dev work would be too much. But still... a doubling of performance anyone? Different engines, but UT3 and indeed UE3 games generally are very CPU bound, so who knows what gains could be possible with DX11 multithreading, certainly looks promising.
Remember last year when Valve updated all their Source games to the latest engine build?
That was awesome.
(Yes, I understand it was for the Mac release, but still....)
Huh? But multithreading for CPUs is a strictly a matter of native programming, it has nothing to do with DirectX, which deals with graphics only. And even then, from what I've heard so far, DX11 is just DX10.1 with hardware tessellation support.
Multithreading on GPUs on the other hand is much more new, and should hopefully allow for some real fun.
*I have not tried it, nor read much into it.
Now why do we have multi-threaded rendering in the first place? Half of this is to better mesh with multi-threaded games by enabling additional threads to directly contribute without having to go through a master thread first. But a second purposes is because multi-threaded rendering helps the GPU just as much as it helps the CPU.
Huh? But multithreading for CPUs is a strictly a matter of native programming, it has nothing to do with DirectX, which deals with graphics only. And even then, from what I've heard so far, DX11 is just DX10.1 with hardware tessellation support.
...enabling simple parallel creation of resources and display lists by multiple threads could really open up opportunities for parallelizing game code that would otherwise have remained single threaded. Rather than one thread to handle all the DX state change and draw calls (or very well behaved and heavily synchronized threads sharing the responsibility), developers can more naturally create threads to manage types or groups of objects or parts of a world, opening up the path to the future where every object or entity can be managed by it's own thread (which would be necessary to extract performance when we eventually expand into hundreds of logical cores).
Now in DirectX 11, with the new support for multi-threading in the API, we can render objects and submit it to the GPU in parallel on all available CPU cores (we’ve tested up to 16 virtual cores). This will be a big performance improvement and allow us to have much more variation and detail on our levels while costing less than before. The multi-threading support also enables us to get faster loading times by loading shaders and other resources in parallel and to efficiently stream in textures & meshes without stalls, which would otherwise result in unwanted jerky performance in the game