Showing posts with label DirectX 11. Show all posts
Showing posts with label DirectX 11. Show all posts

Thursday, November 10, 2011

Call of Duty: Modern Warfare 3 Engine Focused on Gameplay



There are many new features that will make Call of Duty: Modern Warfare 3 a worthy upgrade after two years of Modern Warfare 2. For one thing, it'll have full integration with the comprehensive Call of Duty Elite service

For gamers who love the first two Modern Warfare games, this third entry will feature even more polish on every facet of the game. Infinity Ward has hired talent from unlikely places to improve upon single aspects of Modern Warfare 3.

To improve upon the animations, for example, the company recruited the help of a Hollywood CGI animator who worked on the models used in movies such as Final Fantasy: The Spirits Within, the Animatrix and Beowulf. For online level progression, Infinity Ward looked to the MMO talent pool to find a specialist.

Infinity Ward's executive producer Mark Rubin told an audience at a roundtable discussion at Call of Duty XP that the developer's focus is on gameplay technology. The developers have been further fine-tuning the sensitivity and acceleration of the thumbsticks for the console versions of the game.

For PC gamers, the good news is that dedicated servers are back. What won't make some PC gamers as happy is that Modern Warfare 3 likely won't be a showcase for the latest and most powerful video cards.

We asked Rubin if Modern Warfare 3 featured any significant changes over the engine used to power Call of Duty: Black Ops.

"There have been significant changes," he replied. "But the types of changes that we do are more on gameplay than on technology. We are not focusing on changes that have fancy names such as 'full screen ambient occlusion'. The changes we do can't be easily labeled. All our tech is gameplay-oriented."

We pressed for more information, such as if Modern Warfare 3 would take advantage of new graphic technologies such as those afforded by DirectX 11.

"We are still looking at things like DX11," Rubin answered. "It's one of the things our team is looking at, but our focus is all about gameplay, not about technology. We want it to be more about fun than anything else."

PC gamers who play Modern Warfare 3, DX11 effects or not, will still get a better visual experience than those on console thanks to high resolution textures.

As for PC platform-specific support for things such as Eyefinity and 3D Vision, Rubin said that those features are still undecided, but is something it is working on with AMD and Nvidia.

Modern Warfare 3 Multiplayer Reveal
Call of Duty: Modern Warfare 3 Tango Down

Tuesday, April 19, 2011

AMD launches two more sub-$100 Radeons, 6670 and 6570

AMD has rounded out the lower end of its Radeon HD 6000 series today with the launch of two new sub-$100 cards: the Radeon HD 6670 and HD 6570. These two models complement the $55 Radeon HD 6450 that came out earlier this month, and like the rest of the 6000 series they support DirectX 11, UVD3 accelerated video decoding, stereoscopic 3D, and Eyefinity multi-display technology -- with the Radeon HD 6670 supporting up to four-display configurations.

Priced at $99 and $79 respectively, the Radeon HD 6670 and HD 6570 are positioned at very attractive price points, and are intended to succeed the current HD 5670 and HD 5570 graphics cards. The Turks GPU found in the Radeon HD 6670 is clocked at 800MHz while in the HD 6570 it will be running at a more modest 650MHz, with both offering 480 stream processing cores, 24 texture units, 8 ROPs, and a 128-bit memory bus.


In terms of performance both the Radeon HD 6670 and Radeon HD 6570 are up around 10-15% over the Radeon HD 5670 and Radeon HD 5570 they are replacing. They also offer better overall performance than the Nvidia GeForce GTS 240 / 440 they are going up against, but with stocks of previous-generation cards still plentiful and many manufacturers running promos, you'll be able to find much better performing cards for the same or even less money -- like the Radeon HD 5770 and GeForce GTS 450, which are both regularly on sale for under $100.

At least until their launch prices inevitably go down, the real value of these cards is found not in the performance but in their low-power requirements and ability to support multi-monitor configurations. The 6570 has a TDP of 44 watts and uses only 10 watts when idle, while the 6670's TDP is 66 watts and consumes 12 watts while idling. Both cards feature a low profile design and neither of them requires an external power source.

Thursday, March 31, 2011

Crysis 2 DirectX 11 support and advanced graphics setting PC update coming

A german website is reporting that a patch for the PC version of Crysis 2 will be released tomorrow (Monday) which will enable DirectX 11 support for the game aswell as bring an additional graphics setting menu known as “Advanced Graphics menu” to the game.

This news has been, apparently, confirmed by Crytek themselves, according to the website’s sources.

Crysis 2 released for PC a few days ago, however, much to the dismay of gamers worldwide, the game only supported DirectX 9 at launch, with Crytek promising that DirectX 11 support would be implemented in the game via a future patch. This was heavily frowned upon by fans of the series, especially because Crytek advertised the game as coming with DirectX 11 support for PC.

This is good news for gamers as they’ll finally be able to test out their mean gaming rigs against Crytek’s latest graphical beast, with both DirectX 11 support and additional “advanced” graphics options promised to be made available via a patch tomorrow.

EA or Crytek hasn’t either issued a official press release regarding this news, however this German website is known to be accurate when it comes to reporting news such as this.

We’ll keep our readers updated when we get a response from EA on whether this patch will be released tomorrow or not.

Crysis 2 is out now for PC, PS3 and Xbox 360.

Ame Developers Likely to Utilize Performance Boosting Features of DirectX 11 First – ATI.

As the release of DirectX 11 application programming interface (API) and supporting hardware and software approaches, more details regarding the benefits they both bring as well as certain peculiarities transpire. While no people involved into development of next-generation games would disclose which features next-generation titles utilize, educated guesses may shed some light onto some usage models of DX11 API.

The First Three Things to Do with DirectX 11

According to Richard Huddy, senior manager of software developer relations at ATI, graphics business unit of Advanced Micro Devices, game developers can easily boost performance of their next-generation titles by implementing certain DirectX 11 capabilities. In addition, by utilizing some of the features of the new API, they can tangibly improve visual appeal of their future games.

“If I was making a decision about [which DirectX 11 features to implement first], I would go for three things fairly quickly,” said Mr. Huddy.

Those things are, apparently, multi-threading support, compute shaders and tessellation.

Multi-Threading: +20% Performance

“As soon as I got hold of DirectX 11 API from Microsoft and Windows 7 beta, which they’ve had for a considerable amount of months now, I would add multi-threading support through the use of Display Lists because that can guarantee me a speed up in almost any application I can think of. Typical benefit is going to be around 20%, but I expect a large variation of that; the variation it can be north of 50%,” explained the developer relations specialist.

What is even more important, software developed with DirectX 11 Display Lists in mind would work faster on every hardware that is compatible with Windows 7, provided that there are appropriate drivers for graphics cards.

“That would be attractive to game developers since that would not require that I have DirectX 11 hardware at hand: the use of Display Lists will give a benefit on any Windows 7 hardware, which includes DirectX 9, DirectX 10, DirectX 11 hardware, once AMD, Nvidia and others ship appropriate drivers that offer the acceleration,” said Richard Huddy.

Post Processing: +25% Performance

“Then I would go for compute shaders, for the low-hanging fruit: I would do things like post-processing, physics, AI, or maybe running particle systems. But the easiest thing to do is to take all the post-processing and bundle it all up into a compute shader, the way it handles [data] transactions is more efficient, said the developer relations chief.

Presently post-processing effects, such as motion blur or depth of field, are done using pixel shader, which may not be very efficient in terms of performance since pixel shaders still depend on the graphics pipeline and require data transfer, usage of texture instructions loads of memory reads and so on. Since compute shaders are independent of the rendering pipeline and require far less of data transactions, texture reads, etc., implementation of post-effects using them may be substantially faster.

“At the moment post-processing is done using pixel shaders and it can be quite hard to get the efficiency out of the hardware. So, we think compute shaders are going to give significant performance win in that specific area of code. Typically we see that post-processing costs from 10% to 25% of frame time (depends on post-processing),” explained Mr. Huddy.

It should be noted that compute shaders 4.0 and 4.1 supported by existing ATI Radeon and Nvidia GeForce graphics cards, therefore, as they have many limitations, may not work as fine as compute shaders 5.0 when it comes to post-processing and similar usage. Therefore, Richard Huddy does not expect CS 4.x to become popular, especially keeping in mind that those, who buy leading-edge hardware, are more likely to acquire the latest game.

ATI has already demonstrated DirectX 11-capable hardware, therefore, at least select game developers already have ATI Radeon HD 5000-series graphics cards at hands.

Tessellation: When Performance Meets Quality

Tessellation is not exactly a performance boosting feature, but it can generate highly-detailed objects using less resources than using traditional technology; therefore, either game developers will be able to offer better graphics, or they will be able to render existing graphics with higher speed.

“After the post-processing work, I would probably switch to tessellation. I would use […] patch approximation to smooth out jagged objects, things like pipes, which are supposed to have smooth form, use N-patches there. Or I will be even more aggressive and take something like parallax occlusion mapping, which is a rather attractive kind of trick for improving the quality of pixels within an object. I would instead extrude the geometry and load a parallax occlusion height map and then would generate much improved silhouettes using the tessellator,” said Mr. Huddy.

Obviously, to use tessellation, developers will have to rely on DirectX 11 or, at least, hardware with tessellation support. Still, tessellation is a yet another advantage of DX11.

More to Come!

There are a lot more things to implement, though, to boost performance of future games. One of them is HDR compression.

“If I had a spare day and HDR, then I would conduct HDR effects into Microsoft’s new format because that be twice compact that way.

Important notice: Richard Huddy is a specialist who recommends game developers to implement certain features and helps programmers to implement those technologies in the most efficient way. Nevertheless, by no mean should his answers be considered as opinion of game developers in general and should be treated as his own outlook.