Originally posted by: dunno99
My question is, which part of DX10 does the engine need to do this? All of the techs listed can be done via DX9c generation of cards.
- Day/night cycle - ambient + directional light (the sun) with varying direction based on pre-computed trajectories (sun's path)
- Interactive environments - CPU-based physics (or GPU if they want)
- Sunrays + diffuse transmissions - post-render processing (HDR + bloom) + >1.0 off-screen buffer rendering with transparency mapping
- Real-time softshadows - blur of volumetric shadows based on distance
- Soft particles - new OGL 2.0 feature? (point sprites)
- Volumetric clouds - volume textures or voxel rendering with scattering approximation
- Advanced shader technology - wtf? "technology?" like, 65535 shader length or what?
I feel that this demo video's description has gone through some sort of mumbo jumbo marketing-speak or some retarded project manager.