angular graphics
Banned
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PCGH: Does the PC version of Batman: Arkham City as its predecessor, Batman: Arkham Asylum Nvidia Physx physics API, including support for the graphics chip calculated by physics?
Ben Wyatt: Yes, as with the PC version of Arkam Asylum are also used in Batman: Arkham City, realistic smoke, debris, leaves and paper used, which are calculated by the GPU Physx. But there will also feature, among other things, in clothing of the characters in Batman: Arkham Asyslum were still not admire.
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PCGH: What are the different modules APEX (APEX Clothing / Particles / Destruction) puts her in Batman: Arkham City is? Can you give examples of where the modules are to use?
Ben Wyatt: In the PC version of Batman: Arkham City is destructable APEX destructible elements in the game for all to use - including walls and objects that will be torn down during the fighting. APEX Clothing gives the clothes of many characters, you will encounter in the game a realistic look and simulates the physics of paper or leaves. Furthermore, the cloth simulation for all platforms in many of the cutscenes can be seen.
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PCGH: What are the visual differences between the CPU and GPU calculated by physics?
Ben Wyatt: The addition in the PC version calculated by Phyx GPU physics effects enhance the realism of the game visible. The player fights as Batman and Catwoman against the evil that he can observe, such as walls collapse, debris and bits of paper flying around, the smoke reacts realistically and the clothing of the opponent physically moves correctly.
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PCGH: What are visually complex physics effects without sacrificing player compatible GPU Physx card? What can not be calculated by processor?
Ben Wyatt: All Physx and APEX features can be calculated from both the CPU and Nvidia GPUs. However, it is expected that the title without Nvidia GPU acceleration will run significantly slower when additional Physx effects are switched on. Therefore, we recommend an Nvidia graphics chip for all additional Physx features.
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PCGH: Does your one have the latest PhysX SDK 3? If so, what benefits the SDK offers three compared with previous versions.
Ben Wyatt: Currently uses Batman: Arkham City is Physx 2.8.4.
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PCGH: Do you deliver the PC version of Batman: Arkham Asylum from a DX11 support?
Ben Wyatt: Yes. In addition, is Batman: Arkham Asyslum shipped with support for Nvidia 3D vision, 3D vision with cutscenes included in the full HD resolution, both the DX9 and DX11 graphics interface.
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PCGH: What do you think are the crucial advantage of DX11/des shader model 5? How can the rendering process can be simplified respectively optimized? Which DX11 feature the game benefits the most?
Ben Wyatt:
1st DX11 tessellation: Our designers have added manually for many, throughout the whole game assets distributed by the rounding off of objects more polygons and / or displacement mapping. This keeps the game for a better visual quality as well as a detailed game world.
2nd Texture arrays (since DX10 available) are used to simplify the rendering of the protagonist by the player-controlled (Batman / Catwoman) cast shadows and speed. This shadow algorithm could be implemented as a so-called texture Altas DX9, but that would have been much more complicated and slower.
3rd DX11 Compute Shaders: We have improved the original in the renderer of the Unreal Engine 3 integrated SSAO algorithm under DX11, as we can perform additional rendering work. The DX11 compute shaders to accelerate, we use the AO-generation and the blur pass by, we cache the texture values ​​in the so-called shared memory to reduce the number of texture fetches. This speeds up the entire rendering process and improves quality.
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PCGH: Sets the use of their DX11 focus on accelerating the rendering process, or rather to a significant improvement in visual quality? What graphics features, players with a DX9 graphics card is not seen? Will also support the DX11 rendering path?
Ben Wyatt: Batman: Arkham City improved using the Shader Model 5, the look, without sacrificing performance. A DX10 support is not available. The DX11 look different on each case substantially from the console or DX9 graphics.
Compared with the DX9 version of the DX11 counterpart has to offer the following graph Extras:
1st More details at tessellated geometric objects, such as vines and other organic shapes and more architectural details on buildings. The biggest difference rendering the invisible triangles and added additional details by displacement mapping. The whole thing is visible especially at the silhouettes of objects as well as in games with 3D vision, come out where the displacement mapping details more clearly.
2nd A more pronounced spatial reference thanks to DX11 SSAO, which is seen particularly at the stage-by-GPU Physx debris, leaves or paper. These objects then have a real acting on the ground, rather unreal to hover over it.
3rd Contact-called hardening soft shadows at all dynamic shadows, either controlled by the player or Catwoman Batman throws. Under DX9, the shadows silhouette with decreasing distance to the shadow-casting object is not smooth - it looks considerably less realistic.