Comments....
Mine is,
I been saying DX is a dog for years, all the DX nut jobs, no its fast your doing something wrong… Bah eat crow…
Anyway I am for whatever gets us the best IQ and FPS on the hardware gamers spend their hard earned money for.
After all, nobody programs DX anymore. They use Unreal, UnrealScript + custom shaders. Or Unity. Or Flash. Or ...
Which is why I wrote a sentence later, only two companies in the world still need access to that low level.
That sounds a lot like the same fallacious argument that you frequently find made about managed languages: "nobody programs in C/C++ anymore, these days it's all Java/.NET/Ruby/insert-flavour-of-the-month-here/etc". Where it falls apart is that Unreal, Unity or whatever ultimately have to be written too, and these need an API to be written to.
and believe me that we are truly f--ked if we ever produce a generation of programmers that knows nothing about the low-level stuff. Who is gonna write the device drivers of tomorrow? That's what I'd like to know.)[/quote]And that is the same falacious argument made by low level people. With ever higher levels of abstraction, we'd still be weaving memory, rotating drums and punching cards.
The same was said about functions (see goto considered harmful, a blasphemous article of that time whose true meaning has been completely forgotten and is misunderstood each time it's quoted). They were bloated, abstract, inefficient, limiting. Same was said about everything else. But for every guru, there is one million people earning bread without such skills.
Where are the low-level people who program by encoding FSMs? For the rare cases when they are needed, they are still around. But most developers today don't even know what a FSM is.
To low level people, DX is a pain and inefficient (so is OGL or any other API). To high-level people DX (et al) is too low level.
That was the crux of my argument, since most of functionality once used by majority of developers provided by DX isn't needed anymore at that level. It's either higher or lower. It's more about fragmentation, like everywhere else. Rather than having one huge monolithic framework one uses small one-thing-done-well libraries.
To low level people, DX is a pain and inefficient (so is OGL or any other API). To high-level people DX (et al) is too low level.
Games all look similar as most games are using the same damn engine or a select few... e.g. Unreal3, Source, ect...
And the other problem is most programmers or whoever is coding these shaders are just copying and pasting crap they found on the net or what other engines are using.
That was the crux of my argument, since most of functionality once used by majority of developers provided by DX isn't needed anymore at that level.
[quote name='MARS_999' timestamp='1300477157' post='4787648']
Games all look similar as most games are using the same damn engine or a select few... e.g. Unreal3, Source, ect...
And the other problem is most programmers or whoever is coding these shaders are just copying and pasting crap they found on the net or what other engines are using.
On another note; I think you (and many others) underestimate the amount of low level graphics API work going on, certainly in AAA games who are the ones who really want this type of thing.
[quote name='phantom' timestamp='1300478558' post='4787657']
[quote name='MARS_999' timestamp='1300477157' post='4787648']
Games all look similar as most games are using the same damn engine or a select few... e.g. Unreal3, Source, ect...
And the other problem is most programmers or whoever is coding these shaders are just copying and pasting crap they found on the net or what other engines are using.
NO I don't agree, so you say for an example, normal mapping is different than from one engines code to the next?
[quote name='MARS_999' timestamp='1300480270' post='4787673']
[quote name='phantom' timestamp='1300478558' post='4787657']
[quote name='MARS_999' timestamp='1300477157' post='4787648']
Games all look similar as most games are using the same damn engine or a select few... e.g. Unreal3, Source, ect...
And the other problem is most programmers or whoever is coding these shaders are just copying and pasting crap they found on the net or what other engines are using.
Something else that hasn't really been mentioned so far in this thread or the article is the law of diminishing returns. Sure, my graphics card might be 10x more powerful... but what good is that power if it is adding 10x more polygons to a scene that already looks pretty good?
Looking over screenshots of DirectX 11 tessellation in that recent Aliens game, I found it somewhat difficult to distinguish between the lower-res model and the tessellated one. It's not that we aren't using that extra graphics horsepower - it's that it isn't easily visible.
On the subject of normal mapping: There was a recent presentation done by Crytek about various methods of texture compression (including normals). For their entire art chain, they are attempting to do 16 bits per channel, including normal maps. The difference was subtle, but it was there. Now here's the thing - what's a bigger difference - going from no normal map to an 8-bit normal map or going from an 8-bit normal map to a 16-bit normal map?
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