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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Guard
C C P C C P Alliance
1994

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Posted - 2012.03.27 14:17:00 -
[1] - Quote
One of the wonderfully cool things shown at Fanfest 2012 was the Tesselation Tech Demo we did in cooperation with Nvidia. Check it out and note that we'll have the full recording of the tech demo out soon for those who missed it at Fanfest or on EVE TV.
CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Solomon
C C P C C P Alliance
132

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Posted - 2012.03.27 14:32:00 -
[2] - Quote
Boris Lachenkov wrote:Any chance of getting this released as a stand alone tech demo that we can all have a look at? Would be interesting to see how my PC copes with such sexyness.
Please? :3
It has been discussed for sure but there is no solid commitment at this stage. Associate Technical Producer - Foundation Technology |
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CCP Solomon
C C P C C P Alliance
134

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Posted - 2012.03.27 18:02:00 -
[3] - Quote
Thanks again for the great feedback and it makes me happy to see that for the most part, people are interested in DirectX 11. Here goes for some more detailed answers, I think I've got you all:
Pattern Clarc wrote:I'm in favour but I'd like to know the opportunity cost. What would that team be doing if not working on tesselation.... There are two components to this. The engine team responsible for adding DirectX 11 support, including the new domain and hull shader portions of the DirectX 11 pipeline that are required for tessellation do not work directly on player facing graphical enhancements. Adding this support to the engine is the lion's share of the work and is better handled by few specialists, rather than throwing all of the graphics programmers we have at it to get it done quicker.
Secondly, once the engine can support DirectX 11 features, then the EVE space art teams are able to start utilising the features of DirectX 11 during new feature development. Whether the engine is ready in time for Ring Mining or perhaps the PoS upgrade, I cannot say at this time. Potentially yes, it could slow feature development time but it's difficult to say by how much at this early stage.
Bayushi Tamago wrote:I'm also rather concerned my computer will not be up to the task of that level of detail. Will the introduction of dx11/tesselation cause the culling of a lot of players without high end computers, or shall it be an optional graphics update? This is a totally valid concern. As others have mentioned in this thread, the richer graphical content and features of DirectX 11 will be configurable via the graphics settings, if your card cannot support the features there will always be a fallback option.
There is always the risk that the minimum spec machine is updated and your hardware falls below the barrier of what we can reasonably support. The current minimum spec card is now 7 years old, which is a fair notice period.
Rikki Sals wrote:DirectX 11 looks awesome.  Would it be difficult or practical to add other options for AA effects It's quite possible, although there is nothing currently on our roadmap.
Valeo Galaem wrote: Tessellation would be an optional feature the same way that you can toggle shadows on and off. The update itself would be rather small as all its changing is code in the graphics engine - tessellation is able to produce the higher quality graphics by using the already existing art assets.
Higher resolution textures are typically required to take full advantage of tessellation, so there is potential for an increase in client size as more assets become tessellated. Tessellating a well built piece of geometry is a relatively trivial task but adding support for it in the engine along with the other pieces required for DirectX 11 is the time consuming part.
Svennig wrote:For example, if it was a choice of tessilation or the new UI that we saw some mockups of, then it's the UI hands down. Typically speaking, UI programmers and graphics programmers are not cross-functional. Unless you get your hands on CCP Snorlax, he is quite capable of both but ironically is working on client performance at this moment.
Associate Technical Producer - Foundation Technology |
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CCP Solomon
C C P C C P Alliance
134

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Posted - 2012.03.27 18:03:00 -
[4] - Quote
The Wordinater wrote: They said 5 man years, so a team would take 1 year to finish it.
Indeed, don't expect to see the fruits of this project until at least the end of the year, and that's with a large cone of uncertainty.
Jack bubu wrote: Tesselation runs on all DX11 cards, nvidia or not.
This.
Vincent Athena wrote:What happens to us who's OS uses OpenGL? The Trinity rendering abstraction work we are undertaking at the moment will essentially make the engine API agnostic (DX11 is a rendering API). Theoretically this means we could build Trinity up to support both Direct X and OpenGL. This is a massive, theoretical could, there are no plans to support OpenGL for the next year or beyond.
Tom Bodett wrote: What about supporting Multithreaded rendering which is part of DirectX 11?
I think it's too early to say with multi-threaded rendering, there is some evidence to suggest that the gains aren't worth the investment with the current generation of hardware. Trinity doesn't currently support it and it's possible to go to DX11 without it.
Kor'el Izia wrote:Any update on when we will see TXAA support coming? Apparently CCP has "chosen to implement TXAA" for Eve Online Source We can't give a solid date on TXAA support at this point.
Associate Technical Producer - Foundation Technology |
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CCP Solomon
C C P C C P Alliance
135

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Posted - 2012.03.27 18:04:00 -
[5] - Quote
Kopfy wrote:I'm i the only one who read the dev blog with Halldors voice?
I'll be sure to pass this on to him.
Nerevar Dwemor wrote:Please release the standalone demo for us to check out. Looks pretty when you're zoomed in. Would love to see my Hyperion with such an ammount of detail. Btw, does the quality also improve with tesselation when you're not zoomed in that close?
Unfortunately, adding more ship models into the stand alone demo would be a considerable time sink, it would be difficult to justify the value, sorry 
The rate of tessellation and viewing distance are entirely configurable by the graphics programmer. Associate Technical Producer - Foundation Technology |
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CCP Guard
C C P C C P Alliance
2008

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Posted - 2012.03.28 11:39:00 -
[6] - Quote
The video from the demo is up and can be see here!
CCP Guard | EVE Community Developer |-á@ccp_guard |
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CCP Solomon
C C P C C P Alliance
141

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Posted - 2012.03.30 00:31:00 -
[7] - Quote
Vorlain wrote:Maybe I am reading this wrong but has CCP Solomon just indicated that CCP plans to drop support for OSX and Linux users? The Trinity rendering abstraction work we are undertaking at the moment will essentially make the engine API agnostic (DX11 is a rendering API). Theoretically this means we could build Trinity up to support both Direct X and OpenGL. This is a massive, theoretical could, there are no plans to support OpenGL for the next year or beyond.https://forums.eveonline.com/default.aspx?g=posts&m=1016223#post1016223or am I missing something?
The intended message was that there are no plans to support OpenGL natively, we will continue to offer the Cider wrapped client for MAC users. Apologies for any confusion 
Associate Technical Producer - Foundation Technology |
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