Znam ja sta si ti rekao a znaju i ostali, a to je:
Ma dajte, ovi sto prave ovaj engine su neki no-name i bez nekog veliog talenta.
Ja sam na to reagovao.Tako da si omalovazavao i pljuvao, te nemoj sada da menjas plocu...
Kako je nebitno to za crysis? Govoris mi da ga poredim sa cryis engineom, i aj te fino pitam koliko ima igara na istom? Zasto ima toliko igara na ut3 engine-u?
Pokusao sam ti objasniti da se u njemu rade druge stvari koje nisu igre nad kojima ti (ili bilo ko drugi) balavis i smatras za referentne ali ne ide..
Nikakvu oni slavu ne traze nego normalno iskoristavaju dx11 za reklamu. Sada hoces da kazes da je ati glup sto koristi dx11 za reklamu? :d
Oni pokazuju i dokazuju svojim klijentima da su uvek up-to-date![]()
Znam ja sta si ti rekao a znaju i ostali, a to je:
Ma dajte, ovi sto prave ovaj engine su neki no-name i bez nekog veliog talenta.
Ne mora da znaci... Problem je druge prirode, iliti konzole. Ide sa na multiplatformsko dizajniranje igara tako da 'standarno' napucavanje grafike vise ne pije vodu. Vecina mora da radi na konzolama stoga u dogledno vreme ne treba nista posebno ocekivati. Bar sto se tice drugih razvojnih timova jer nemaju resursa a ni interesa da prave nesto 'bolje od crysis-a'. Ali nema veze, dovoljno je da se potrdue pa da imamo sto vise zanimljivih igara koje vredi igrati bez obzira na grafiku (kao batman npr)
U stvari nesto tako sam i mislio kada sam rekao za dogledno vreme, sto znaci samo crysis moze da bude bolji od crysis-a
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The Ladybug demo shows the results of a new approach to simulating lens-accurate depth-of-field effects based on real-world parameters of focal length and focus distance. This technique is made possible by the ATI Radeon HD 5800 Series of graphics processors and the Microsoft DirectX 11 and Direct Compute 11 technologies. Depth-of-field is used in feature films by cinematographers to subtly guide a viewer’s attention through a shot or to heighten the emotion of a scene.
The Mecha demo shows the results of a new approach to rendering semi-transparent objects without pre-sorting, known as order-independent transparency (OIT). It is made possible by the ATI Radeon HD 5800 Series of graphics processors and the new features of Microsoft DirectX 11 technology. Blending is an order-dependent operation that requires sorting objects before rendering them. Atomic operations and append buffers make it possible to construct per-pixel fragment lists and sort them on the GPU. The results are a significant increase in speed and accuracy over those possible with traditional techniques.
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