Legit Video Card Reviews
Lost Planet 2 Benchmarking - Radeon HD 5850 vs GeForce GTX 460 1GB
|Product:||Lost Planet 2|
|Date:||Wed, Aug 18, 2010 - 12:00 AM|
|Written By:||Nathan Kirsch -|
DX9 Versus DX11 on Lost Planet 2
If you roll your mouse over the first photo you can see that the background doesn't change much, but the creature gets larger thanks to tesselation and displacement mapping. This helps add to the monsters overall appearance and gives him a bit more character. We were told by NVIDIA that this scene features DirectX 11 Tesselation/Displacement Map, Soft Shadows and Direct Compute. This image is the big boss from the benchmark.
This image also shows DX11 Tesselation/Displacement Mapping along with Soft Shadows. If you look closely at the wings of the creature above you can see how the spines on the edge of his wing get pointier on DX11 and the rest of his body gains some girth.
Fire in the DX9 image looks pretty good to us, but NVIDIA told us that with 3D Vision it doesn't look that hot. Using DX11 they game developers can do Tesselation of billboard smoke and fire effects to automatically round out the billboards, making them more visually pleasing with 3D Vision.
Water usually always looks better as DirectX continues to improve and DX11 is no difference. In the images above you can see DX11 Tesselation of water surface and wave simulation using DX11 DirectCompute versus the flat waves of DX9. The water in DX11 looks far superior to that of DX9. The image set above shows what happens when water is shot in the game. Using DirectX 9 the water looks flat and lifeless when shot. There is some reaction but lacks realistic depth and motion. The DirectX 11 image shows that a shockwave of motion is created by shooting the water. You can also see the texture and secondary movements of the water simulated by the DirectCompute shader.
Here is another quick look at Tesselation of water surface and wave simulation using DirectCompute. DX11 really helps water look lifelike as it really does add more depth to what you are seeing on the screen. The water actually reacts to what is in the water using DX11!
DX11 DirectCompute Wave Simulation
In addition to the tessellated 3D mesh, a height-field is created for water surfaces in the game that is used for physics calculations. Actions such as characters entering and moving through the water as well as gunshots and explosions are converted into forces that are then combined and propagated throughout the water height field. This is done via a wave simulation algorithm conducted on the GPU through DirectCompute. The end result is realistic wave motion that travels across the water’s height field. The displacement of points from the height field are then applied to the tessellated water mesh to create the final water surface.
Next Page - The Test System
Page 1 - The Lost Planet 2 DX11 Benchmark
Page 2 - DX9 Versus DX11 on Lost Planet 2
Page 3 - The Test System
Page 4 - Benchmarking on Lost Planet 2