• We’re currently investigating an issue related to the forum theme and styling that is impacting page layout and visual formatting. The problem has been identified, and we are actively working on a resolution. There is no impact to user data or functionality, this is strictly a front-end display issue. We’ll post an update once the fix has been deployed. Thanks for your patience while we get this sorted.

twiimtbp

apoppin

Lifer
quoted in small part

http://www.fudzilla.com/index....view&id=3623&Itemid=34

Part one: DirectX10 and how does The way it?s meant to be played works


Roy Taylor - Nvidia: DirectX 10 is important. But in some respects its importance is misunderstood. While some DX 10 features can be produced in DX 9, what?s often missed is that those features if/when implemented in DX 9 are very expensive in terms of hardware requirements. In addition, DX 10 allows key features like motion blur, depth of field and god rays to be more easily implemented compared to DX 9. So I like the features and streamlined programmability that DirectX 10 offers.

I?ve seen some gamers express impatience with DX 10?s impact. Consider when DX 9 came out: it took 18 months from the launch of DX 9 in Dec 2002 to the first DX 9 content to arrive. Compare that to the launch of DX 10 in November last year to the launch of Lost Planet ? that took only 8 months. This is a testament to DX 10, and of course The Way Its Meant To Be Played. Now we have 5 DX 10 games out and another dozen coming before Christmas.

Secondly DX10 is delivering on features that mean something to gamers. Ask yourself this ? what features did DX9 bring that as a gamer you can remember?

DX10 delivers not just technology but game features like motion blur, depth of field, god rays, view distance, volumetric (realistic) clouds, fog, etc

For example, until now faces on characters have been a big challenge. Have you noticed how many games have troops / people / bad guys wearing masks? Or when you run up to someone they look just like all the others? Well that?s because face art and animation is very hardware- and software-intensive. DX10 support for GPU blend shapes allows major changes in facial animation and detail. In addition it?s now possible using state-based instancing (among other techniques) to have lots of people all with different looks and with facial animation. So for example your character could run into a nightclub or a village and have to find a specific person before it?s too late. That creates a tense new gaming challenge.


Fudzilla: How many TWIMTP titles can we expect this year and can we get a peak at what is coming?


Roy Taylor - Nvidia:
We expect to release more than 25 titles in The Way Its Meant To Be Played program this year, including Crysis, Hellgate London, World In Conflict, Unreal Tournament 3, FPS Creator X, PT Boats, Universe at War, and Company Of Heroes: Opposing Fronts. A full list can be found at www.nzone.com

We?re looking forward to seeing the DX 10 versions of Gears of War, Flight SimX, and Lord of the Rings Online later this year.
first article at FUDz that i really enjoyed .. informative ... and addresses the impatience expressed here about DX10 😛

but i remember features of DX9 that were outstanding over DX8 .. this nvidia guy needs to [re]work on his "history"
--DE-IW arrived 12 months after DX9 was introduced ... not 18 😛
- but ... 25 more DX10 titles this year?!?!! ... pretty cool ... i think we will see powerful Graphics cards soon enough.
 
those light rays coming out of clouds...why do they seem to fascinate all of us?....maybe because they somehow illustrate our expectations of there being something beyond...something of which we get glimpses every now and then...
 
Secondly DX10 is delivering on features that mean something to gamers. Ask yourself this ? what features did DX9 bring that as a gamer you can remember?

...I seem to recall HDR being a pretty big deal with DX9. I don't really understand why motion blur is such a big deal either... It really only serves to make action packed games harder to play. We finally got LCDs that didn't ghost (too badly), and now the developers are making motion blurry intentionally. One thing that these devs need to start working on is AA... I don't care how blurry the motion is or how light rays (god or otherwise) look, if the edges are all jaggy the game still looks like crap. NVIDIA and ATI have made tremendous strides with making AA look really good with Transparency AA and AAA, it's a shame that the devs are not taking advantage of that lately.
 
I too don't like the trend of games moving towards the ?no AA with lots of blur? paradigm. It doesn't make them look better, it makes them look worse. Games without AA generally look like ass.
 
Originally posted by: BFG10K
I too don't like the trend of games moving towards the ?no AA with lots of blur? paradigm. It doesn't make them look better, it makes them look worse. Games without AA generally look like ass.

The minimum i have ever willingly tolerated is 2X AA. When that becomes 0/AA, i usually also have to lower details and it's time for a new video card for me. i have no problem playing with maxed out DX9 games with 4xAA at 16x10 currently and there isn't much i can do with DX10 games with just about any current rig. Not to mention that i got into a car accident last week and work is on hold due to injury ... so no upgrading for me for awhile [anyway] 🙁
.. i will be content with maxed out AA/DX9 😛

One very cool exception to your rule is STALKER ... lack of AA didn't bother me nearly as bad as BioShock, for example. As a matter of fact, it didn't bother me at all.
:Q
 
this may be a minute detail, but one thing I have seen done really well was the sand texture in crysis - that crytek2 engine is just gorgeous
 
Not to mention that i got into a car accident last week and work is on hold due to injury
Ouch, I hope you're okay. 🙁

My car got hit a little while ago too (fortunately I wasn't in it) and it's at the panel beater getting fixed.

One very cool exception to your rule is STALKER ... lack of AA didn't bother me nearly as bad as BioShock, for example. As a matter of fact, it didn't bother me at all.
Stalker's shaders use an edge detect blur (even with the game's AA slider off) which reduces edge aliasing. It's not as good as hardware AA but it's much better than no AA.
 
Originally posted by: sandorski
I think most peoples biggest beef with DX10 is the Vista requirement.

*ding* Winnar! :gift:

I've no intentions of upgrading to Vista any time soon. XP is stable as a rock. IE7 is much more secure than IE6 and works just fine with XP. Hardware driver development for Vista is nowhere near even "good" let alone "great." XP FTW.

Shame I won't be using DX10 to see the pretty things, though. 🙁 I likes the sparklies...😕
 
Originally posted by: BFG10K
Not to mention that i got into a car accident last week and work is on hold due to injury
Ouch, I hope you're okay. 🙁

My car got hit a little while ago too (fortunately I wasn't in it) and it's at the panel beater getting fixed.

One very cool exception to your rule is STALKER ... lack of AA didn't bother me nearly as bad as BioShock, for example. As a matter of fact, it didn't bother me at all.
Stalker's shaders use an edge detect blur (even with the game's AA slider off) which reduces edge aliasing. It's not as good as hardware AA but it's much better than no AA.

Thanks, i am getting treatment ... it is my 3rd whiplash accident in 11 years; i guess there is an invisible target on my car. 😛

http://forums.anandtech.com/me...106181&highlight_key=y

i know about STALKER ... it does an excellent job - as you mention - compared to no AA ... i wish more of the 'no aa' games implemented it
 
Hey, sue Epic Gaming and their unreal engines, and the fact those engines are pretty good yet have no AA incorporated 😛 And I think that when game developers really grasp dx10, it might actually improve performance over dx9, and give us more eye-candy to drool at.

Good to hear you're okay apoppin. This does mean plenty of time to game, but at what expense 😛 And erm, weren't you in America, the land of ridiculos lawsuits? Third whiplash means you should have a 7-8 digit bankaccount by now 😛
 
Originally posted by: MarcVenice
Hey, sue Epic Gaming and their unreal engines, and the fact those engines are pretty good yet have no AA incorporated 😛 And I think that when game developers really grasp dx10, it might actually improve performance over dx9, and give us more eye-candy to drool at.

Good to hear you're okay apoppin. This does mean plenty of time to game, but at what expense 😛 And erm, weren't you in America, the land of ridiculos lawsuits? Third whiplash means you should have a 7-8 digit bankaccount by now 😛

Thanks .. and, nope - i *should* - but that is not the way it works in America anymore. Those huge settlements come from a Jury - you have to go to a trial and you may get *nothing*. Basically a person has an "insurance value" assigned to your injury and you do the best you can matching what other people get. The lawyer got most of the first settlement. i did good by myself on the 2nd one ... paid my bills and got a new car. If i was a lot younger and didn't have a "pre-existing condition", it could have been much better. But much better to not have an injury [period - no money makes up for it]

Unfortunately, this time, the U-haul truck driver was unlicensed ... that means U-haul may wiggle out of financial responsibility ... and i then only get compensation for medical expenses from my own policy. No pain and suffering. No compensation for lost wages ... do not pass GO ... do not collect $$ 🙁

the problem is that my headaches get so bad, i can't game ... then i get all cranky and nasty and post here.
😀

i think DX10 will be settled in by next year - it should bring good improvement to eyecandy and we will have HW powerful to run it well ... hopefully i can afford to upgrade then ... for now, i better be happy with what i got. i can't buy anything till my issues are resolved.

 



Part two: more than 400 games and exciting effects DX10 games in 2008


We promised you the part two of an interview with Nvidia?s Vice president for content relations Roy Taylor and in case you missed it part one, it is here.

Fudzilla: Is Nvidia happy with the developers / publishers attention that TWIMTBP has generated?

Roy Taylor - Nvidia: Absolutely! We?re extremely proud of the fact that more than 400 games have participated in the program since its inception six years ago. This is a huge endorsement for the program and a testament to the hard work of our engineering and software team. The reaction from the gaming industry to TWIMTBP is wonderful. They see it as having been instrumental in moving the PC platform forward as the leading platform for video gaming.

Fudzilla: What does Nvidia expect from games in 2008?

Roy Taylor - Nvidia: We expect that the promise of DirectX 10 will begin to be more fully realized in 2008. In 2007, we have just begun to see what?s possible with the new API. In effect until now we have seen DX 10 applied mostly as ?post processing? effects. Next year we will see the first games designed for DX 10 only, and these benefit hugely from being free to be the best they can be. Having to scale a game backwards for older hardware and API?s is the biggest barrier to delivering the best possible PC gaming experience.

Next year we will see not just better graphics but graphics incorporated into the game play in a much deeper way. This is exciting. More than that we will also see graphics used to improve genres which so far have had to make do with rudimentary, older style 3D. So in 2008 we can expect to see MMOG?s in DX10, and we will see further effects in RTS and RPG games, and towards the end of 2008 there will be more genre blending. It?s going to be an exciting year.

Fudzilla: What does Nvidia want to achieve with TWIMTBP in the future?

Roy Taylor - Nvidia: We have great ambitions for the future. First of all we want to see artists and story tellers have greater freedom to express themselves with fewer constraints. Some publishers want games to scale back to support legacy integrated graphics, which is hindering progress. With the installed base of GeForce users becoming so large we are starting to achieve this.

Second, we plan to work harder on developing features that gamers, journalists and publishers can relate to. HDR+AA doesn?t mean much to most people, but god rays does. So we are working on producing effects for our SDK and DirectX 10 that people can more easily understand and which will be desired for future games.

Third, we plan to keep investing in our tools to make it easier to implement those effects and then tune them for maximum performance. Our tools are in many ways our not so secret weapon. They are very powerful and have done much to allow us to get DX 10 content to market so much faster than in previous generations.

Last, we want gamers to be able to see the TWIMTBP logo and recognize is as a badge of excellence for PC games. The program has evolved from ?This means the game works and plays best with GeForce? to ?This game will reward you for your GeForce purchase with a superior gaming experience.? Making that a reality is our greatest on-going ambition.

We would like to thank Roy Taylor and Ken Brown for the opportunity.


Industry loves TWIMTBP says Nvidia..........PART 2
 
know about STALKER ... it does an excellent job - as you mention - compared to no AA ... i wish more of the 'no aa' games implemented it
I wish the no AA games didn't balls up hardware AA in the first place.
 
Back
Top