Crysis DX9 vs. DX10 - Hunter, Side by Side
Here’s the recent DX9 vs. DX10 Crysis video. But I put them side by side and removed the crap in the beginning of the DX10 clip that (subconsiously) glorifies it :P
To be honest I don’t see anything in the DX10 clip that DX9 can’t do if you’re just inventive. Lazy developers I say!
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Comments
[..YouTube..] bah the only reason you say DirectX9 is more smooth than DX10 is becuase that directx9 can process a lower amount of detail than dx10.You do notice that crysis runs better 800×600 all settings LOW than 2560×1680 all settings veryhigh 16xantialiasin + vsync
[..YouTube..] I don’t need to have programmed anything to be able to see there’s lots of effects, for instance, that could have been done “by hand” by the designers instead of having it automatically generated by the engine, hogging unnecessary amounts of resources.Nobody has to be an expert on- or work with something, to understand it… disregarding the the fact that I am working with 3d developers each day as a 3d-modeler/graphics designer for the PS3 and Nvidia APX where we actually value optimization.
[..YouTube..] If thats the case, then why dont you just get rid of DirectX all together, and write it all from scratch?You have no idea what your talking about. Why, as a game developer, would I want to re-program all the graphical effects that are already programmed, debugged and tested for me, when I could spend all that time making some decent game mechanics?Go back to max/maya/milkshape and stop pretending you know anything about how 3D software and hardware interact.
[..YouTube..] Your name should be “McKrack”, because your sure on it.”lazy money-hungry geeks”?Mhmmmm….
[..YouTube..] And what are you basing this opinion on?Just like your other opinions, its a bunch of unfounded rubbish.
[..YouTube..] Get rid of DirectX? What on earth are you on about? I’m talking about optimizing and utilizing already-available functions to reproduce the same effects without a huge performance hit. As a game developer you wouldn’t need to spend much more time on it, that’s the designers work, and you would just have to implement it into the game with good old debugged and tested methods. They actually DID make the engine suck less in Crysis Warhead.
[..YouTube..] At the same time they brought into light a good example on exactly what I’m talking about; the real-time ambient occlusion.This is something they could have done with lightmaps and had it look just as good at the expense of the “real-time” part of it, but running ten times smoother.
[..YouTube..] For ambient occlusion on the characters and other models, a baked texture would have sufficed.


[..YouTube..] the game doesn’t run dx7 :D