This stands for Screen Space Ambient Occlusion, and it's a cutting-edge effect that delivers a far more natural look to the image (it was first used by Crytec in Crysis). The performance difference between the two will be noticeable on a lower end machine. ![]() According to the developers, "Soft Shadows use a 25x25 pixel shadow filter to realize soft 'penumbra' shadow edges". The best setting is soft shadows, which have a nice blurred edge, just as they do in real life. Normal shadows are a very simplistic method of creating shadows, resulting in relatively sharp edges. Off is pretty self explanatory, disabling every shadow in the game, and looking quite bad as a result. There are three different options for shadows in the game. We were very surprised at what a minimal effect enabling this option had on the game. In Deus Ex this single setting controls the application of Depth of Field (where objects are blurred depending on where the camera is focused), Bloom/Glow (bright objects have a glowing effect to them) and Colour Correction (a cinema technique, used to give the overall scene a specific colour range, delivering a certain feel to the image). Post Processing is a relatively new term in the world of PC games, and is used to describe a range of techniques applied to the image after it's been created, to give it a more cinematic feel. In Deus Ex it's only used on the character models, to give them a more organic, less rectangular look. ![]() Tessellation is a way of increasing the detail of objects in games without much of a performance hit - to get technical, it actually breaks up larger polygons into lots of smaller polygons, allowing for more natural looking surfaces. We assume that you'll need to have DX11 mode enabled to see this feature, as it's one of the key technologies delivered by this API. Because of this, all of our testing had DX11 enabled. Basically speaking, enabling DX11 makes the game look better, but to our surprise it also made the game run much faster. Also, because the DX11 version employs compute shaders we can use higher quality blurs for Depth of Field and SSAO". According to Nixxe, that main difference is that DX11, ".has tessellation on characters and soft shadows (both of which are not available in DX9). The good news is that even with every setting cranked to the maximum value, the game was still perfectly playable in this opening section.Įnabling DirectX 11 allows the game to use better special effects. Finally, our test PC was armed with an Intel i5 750 CPU, 4GB of memory and an NVIDIA GTX 460 Video Card, placing it firmly in the mid-range, not-stupid-expensive category. Each test was run with all graphics options at the minimal value, expect for the value being tested. All testing was done at 1920 x 1080p with DirectX 11 enabled, as it's actually faster than with DX disabled. We used the most excellent Fraps application to record the average performance (framerate for those in the know) of this section. ![]() Testing performance was very easy - at the very beginning of the game is a section where the player automatically walks through a series of laboratories, packed with characters and lots of graphical detail.
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