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Batman: Arkham City Gets Extra Technical Tricks on PC

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According to this article, the developer of Batman: Arkham City says that the PC version of the game will not be a console port. The game will ship with support for 3D Vision, PhysX and DX11 features. Finally a little good news for PC gamers!

The PC version of Batman: Arkham City won't just be a straight port of the console version. Far from it, in fact: Rocksteady is including additional support for Nvidia's 3D and PhysX effects, so if you've got the hardware to run it, you're in for a pretty special experience.
 
I swore I just said this in this thread... but:

Same as the last version. Consoles no Physx. PC with Physx.

Of course, 3D Vision could be a changer.
 
Here's hoping this doesn't turn into another Batman AA fiasco. With DX11 support, it shouldn't, as you can do AA with deferred rendering in DX11. Maybe we'll even see FXAA support? That would be nice, since it runs on both NV and AMD hardware.
 
I sure hope this is decent. Not seen a decent game recently.
 
Be more interested if it came with OpenCL support instead of PhysX.

Nice to know that Rocksteady is still okay with screwing AMD card-users over.
 
Be more interested if it came with OpenCL support instead of PhysX.

Nice to know that Rocksteady is still okay with screwing AMD card-users over.

Nvidia offers support to developers that want to use their stuff. AMD is still content to sit on its ass and do very little.
 
sure glad us radeon owners don't deserve 3d or hardware physics...

AMD doesn't have a hardware physics solution, do they? There's probably a way that you could toss in a cheap nvidia card to get Physx and use your Radeon as the primary display.

As far as 3D goes, just because it's enhanced for 3D Vision, doesn't mean that all 3D implementations won't benefit. My guess is that getting that 3D Vision endorsement means that the game plays well in 3D....

Lots of games have that nvidia splash screen...doesn't mean they don't play on amd hardware...
 
Waste precious GPU cycles for some more flying newspapers or waving clothing PhyX? I still want to understand why developers are using such a proprietary system when CPU's are more than capable of handling the cheesy physics effects that we mostly see in just about everything. We have processors that usually have a LOT of idle or near idle cores just asking for something to do, and yet we still go ahead wasting GPU cycles for PhyX effects that are very seldom impressive.

So long as those pricks don't try that same stunt like with the last Batman game, i'll be happy to buy this as soon as it goes on sale on Steam.
 
What do you mean the stunt with the last Batman game?

OT
Awesome news. PC should get more attention from all devs. I have a PS3 also, and hearing this makes me want it on PC more. Incentive is what we need to breathe life back into PC gaming.
 
What do you mean the stunt with the last Batman game?

OT
Awesome news. PC should get more attention from all devs. I have a PS3 also, and hearing this makes me want it on PC more. Incentive is what we need to breathe life back into PC gaming.

Only Nvidia cards could use AA in the last game.
 
Ah. Well...
Already been done for the most part. Someone has already ported the FXAA shader to be used in ENBseries. It works in GTA4. That's right, you can have FXAA in GTA4, which has zero support for MSAA.

Look ma, no jaggies!
GTAIV2011-07-1706-04-26-34.jpg



This code snippet can be pasted into ENBseries' effect.txt to add the shader effect.
Code:
/*============================================================================
   FXAA3 QUALITY - PC
 	NVIDIA FXAA III.8 by TIMOTHY LOTTES
============================================================================*/

   #define FXAA_LINEAR 0
   #define FXAA_QUALITY__EDGE_THRESHOLD (1.0/16.0)
   #define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
   #define FXAA_QUALITY__SUBPIX_CAP (3.0/4.0)
   #define FXAA_QUALITY__SUBPIX_TRIM (1.0/4.0)
   #define FXAA_QUALITY__SUBPIX_TRIM_SCALE  (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))
   #define FXAA_SEARCH_STEPS     8
   #define FXAA_SEARCH_THRESHOLD (1.0/4.0)

float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{   

#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))

float2 pos = IN.txcoord.xy;

float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);
float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize, 0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);

float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));


float4 rgbyM;
rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;
rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));
float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaM = rgbyM.w;


float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;

if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax * FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;


float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1), rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));



float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) * FXAA_QUALITY__SUBPIX_TRIM_SCALE; 
blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);

float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW  + (-2.0 * lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);
   	float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN  + (-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);
   	bool horzSpan = edgeHorz >= edgeVert;

float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;

bool pairN = gradientN >= gradientS;
if(!pairN) lumaN = lumaS;
if(!pairN) gradientN = gradientS;
if(!pairN) lengthSign *= -1.0;
float2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);


gradientN *= FXAA_SEARCH_THRESHOLD;

float2 posP = posN;
float2 offNP = horzSpan ? 
float2(rcpFrame.x, 0.0) :
float2(0.0f, rcpFrame.y); 
float lumaEndN;
float lumaEndP;	
bool doneN = false;
bool doneP = false;
posN += offNP * (-1.5);
posP += offNP * ( 1.5);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) 
{
 lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587, 0.114));
 lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587, 0.114));
 bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
 bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
 if(doneN2 && !doneN) posN += offNP;
 if(doneP2 && !doneP) posP -= offNP;
 if(doneN2 && doneP2) break;
 doneN = doneN2;
 doneP = doneP2;
 if(!doneN) posN -= offNP * 2.0;
 if(!doneP) posP += offNP * 2.0; 
}

float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;

bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;

if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) 
lengthSign = 0.0;

float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
subPixelOffset += blendL * (1.0/8.0);
subPixelOffset *= lengthSign;
float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 : subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;

   #if (FXAA_LINEAR == 1)
lumaL *= lumaL;
   #endif
   float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
   float lumaB = lerp(lumaF, lumaL, blendL);
   float scale = min(4.0, lumaB/lumaF);
   rgbF *= scale;

   return float4(rgbF, lumaM); 
}
 
Nvidia offers support to developers that want to use their stuff. AMD is still content to sit on its ass and do very little.

Thats something that annoys me. As a company they do seem to do the bare minimum, which is horrible for competition/new technologies. It's not like they don't have their own physics technology (bullet), but they just don't seem too bothered with offering competiton, as much as not using the "other team"s stuff (like when those people made physx (CUDA) work on radeons but AMD wouldn't support them, at all even though they had permission from nvidia to go ahead the project stalled). I'm hoping physx/GPGPU gets integrated into DX12. Physics in the majority of games is still horribly primitive, and it's not going anywhere without some kind of competition or joint work between the major players. Havok is very repetitive and "smoke and mirrors"ish. Bullet isn't used by anything, nor is openCL (nor do I trust the trademark holders with their corrupt buisness practices) so that leaves physx as the only matured tech that seems actively used/promoted.
 
Havok had a lot of potential until Intel bought them and killed their GPGPU project after the death of Larrabee,
 
Be more interested if it came with OpenCL support instead of PhysX.

Nice to know that Rocksteady is still okay with screwing AMD card-users over.

OpenCL has nothing to do with game physics.
 
It will be interesting as to how much these PC extras are integrated within the game. Are they going to be only cosmetic? or is the game BUILT with these in mind? This makes for two different games IMO.
 
it could, and I think that's what Saist was getting at.

But rocksteady seems to be used to Physx, so they probably are going to stick with it, anyways.

I think the best chance for vendor neutral GPU accelerated physics on the PC would be if Microsoft pushed DirectCompute, or a similar derivative, in the next Xbox. This would mean that all titles choosing to use GPU accelerated physics must use a physics engine that supports DirectCompute. Since the game will need to be on the PC as well, making sure that same engine is also compatible with DirectCompute would the logical step.

Also creating a stronger brand link with DirectCompute and DirectX would also encourage more physics engines to support it due to marketing reasons.
 
I think the best chance for vendor neutral GPU accelerated physics on the PC would be if Microsoft pushed DirectCompute, or a similar derivative, in the next Xbox. This would mean that all titles choosing to use GPU accelerated physics must use a physics engine that supports DirectCompute. Since the game will need to be on the PC as well, making sure that same engine is also compatible with DirectCompute would the logical step.

Also creating a stronger brand link with DirectCompute and DirectX would also encourage more physics engines to support it due to marketing reasons.

They just might be going that route. They seem pretty amped for C++ AMP (pun intended).
 
Finally good news on the PC front. Enough with the console ports developers.
 
It will be interesting as to how much these PC extras are integrated within the game. Are they going to be only cosmetic? or is the game BUILT with these in mind? This makes for two different games IMO.

It'll probably be like the first game where the effects are neat, but are nothing more than that. The 3D in AA is really good, but you don't lose anything by not having it. The PhysX effects are really cool at first, but again you're not losing anything by not using them.
 
For like a week after release. And all ATI users had to do was rename the exe file to Bioshock or some other UE3 game that the CCC recognized.

That's actually not the point. The point is that they would pull that type of BS crap stunt to begin with is apalling to say the least about it. Also not everyone wants to fiddle with things as people more or less expect console type ease these days.
 
That's actually not the point. The point is that they would pull that type of BS crap stunt to begin with is apalling to say the least about it. Also not everyone wants to fiddle with things as people more or less expect console type ease these days.
if they are too lazy to change an .exe/ look up a solution they are probably too lazy to irate much about no in game AA
 
How hard would it be for the developer to integrate OpenCl or directcompute for physx?
 
Shame I pre-ordered for the console already. Might get the PC version though to show support for a non-ported game.
 
so this means nothing for amd.

crossfire never worked for the first batman. and it won't work for this one either.
 
if they are too lazy to change an .exe/ look up a solution they are probably too lazy to irate much about no in game AA

This ISN'T about being lazy! How can you defend this type of crap from a company? It is about putting out a finished product and just because the fix was easy didn't mean it was excusable.

so this means nothing for amd.

crossfire never worked for the first batman. and it won't work for this one either.

Speak for yourself as Crossfire worked beautifully for me in the last Batman game. Interesting that you can predict the future and just know that it won't work for this game. Maybe Crossfire didn't work on day one, as I didn't get Batman until it dropped in price on Steam.
 
It amazes me how people complain about physx and 3d when you buy a card knowing it doesn't support it.

Is your fanboy meter so far in the red that you can't see the benefit of green? It would be different if you didn't care about those things but obviously you do.
 
Those without dedicated PhysX hardware will use software PhysX codepath. The end result should be the same....

Almost all UE3 games use the software PhysX on PC and this is surely the fallback. You can't count on the hardware being there. There may be a thread / SPU / core devoted to PhysX on the consoles, but every team seems to tweak UE3 to run differently.

This is why dedicated sound cards died as well --all has to be done in software since there is no guarantee of the hardware and it is seldom worth the effort.
 
Um, I really don't see what all the fuss is about because this new version of Batman has the exact same features as the other Batman game they did. Both 3DVision and PhysX are not new to Batman at all. I bet they are using the exact same game/graphics engine as Asylum with a few tweaks.
 
Um, I really don't see what all the fuss is about because this new version of Batman has the exact same features as the other Batman game they did. Both 3DVision and PhysX are not new to Batman at all. I bet they are using the exact same game/graphics engine as Asylum with a few tweaks.

Yes it is still using UE3. Batman AA is one of the few UE3 games I don't have too many complaints about. Rocksteady did a good job making it look a little better than most UE3 titles.
 
Nvidia pays publishers kickbacks and marketing money to sabotage competing hardware. AMD is going to do the same (see Dragon Age 2, Deus Ex: Human Revolution, Dirt3, etc. etc. Enjoy your fucked up bribe developers gaming landscape.
Fixed that for you for those who don't speak shill.
 
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