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even though FXAA is branded as nvidia's version of MLAA, its really a third party application. which is why it works for both AMD and Nvidia. Nvidia's just branded it as their own software.
Kyle,
One thing to check out for your full review would be the effect on texture quality the various AA modes have. Get some good shots of detailed textures, and see what the various modes do to them. In the video card forums there was a good MLAA test a guy did which showed that in some cases, it messes with textures a bit, for the worse.
Be interesting to see how the various options do textures in DX, as well as how they do edges. After all, maybe one mode makes edges better and textures worse and thus isn't quite as desirable.
I'm still not bought on Shader based AA. Removing image information is completely against what improving the image quality is about. Hopefully forcing traditional AA will work in this (and many other) titles to the foreseeable future.
In my rig on the sig it plays well. I'm only using one monitor at the moment. Will need to try it with 3 soon. So far the game is good but loading times stink even with my vertex 2.
Hard OCP: Can you test with using TRSSAA? It would be cool to see if transparency aa works and what benefit it gives to image quality.
You can even get the latest version of FXAA from Timothy Lottes blog.
Or, latest version of the most popular implementation I should probably say.
still debating on getting this for pc, 360 or ps3...
still debating on getting this for pc, 360 or ps3...
Any guesses on how this will perform on a 8800GT?
I have a Radeon 5870 and am getting texture artifacting on all the characters with DX 11 enabled.
When I disabled DX 11 the artifacting went away.
Anyone else running a 5870 having the same problems with DX 11?
I also updated my drivers to the latest edition, to no avail.
I was seeing white dots on NPC faces last night on my GTX460. I'm guessing its the same issue.
no, the augmentations took care of thatSmallpox?
I would say I am experiencing that too, but I chalked it up to my 768MB of video RAMI'm currently running DEHR on a 580 + 2600K @ 1920x1200, for the most part FPS and gameplay are all extremely smooth, however there are instances when entering hallways frames will lag noticeably for a couple seconds. For instance when you get off the elevator from David Sarif's office in the intro mission. Is anyone else experiencing this, if so, it might be something that could be looked into for the review.
Holy shit this game looks bad. The lack of detail and boxyness of the level design is stunning.
And the atrocious lighting, just look at that last interior screenshot.
I'm currently running DEHR on a 580 + 2600K @ 1920x1200, for the most part FPS and gameplay are all extremely smooth, however there are instances when entering hallways frames will lag noticeably for a couple seconds. For instance when you get off the elevator from David Sarif's office in the intro mission. Is anyone else experiencing this, if so, it might be something that could be looked into for the review.
I would say I am experiencing that too, but I chalked it up to my 768MB of video RAM
Shhh. Don't say that. The game is supposed to look great by the mere fact it supports the latest cutting edge DX11 features. Just look at witcher 2 in comparison. I once thought it was great but now that I realize it was DX9 only, I think that alone makes it inferior to Deus EX. It makes no sense to use an ancient outdated API even though most humans cannot differentiate between them in actual gameplay. I mean its true we don't really care how a game look and perform anymore as long as it supports the latest Direct X marketing Hype.
Chalk it up to the unreal engine. It's great from a developers standpoint since it's fairly easy to use and lets you pull a lot of resources out of engine development, but it definitely has some obstacles when it comes to tweaking the environment. At some points I was kind of getting the feeling that I was playing a re-skinned version of Mass Effect.
Visually, I like the character design and skinning/animation work they did. I agree the environments and lighting could have been better. It wasn't horrible, but the "cities" felt a bit claustrophobic at times and surfaces felt a bit flat and lacked a rugged/gritty feel.
I wouldn't be surprised if using UE3 would've actually been better for DXHR. As a side, I don't get why UE3 catches so much flak, its theoretical capabilities are very good and among the best today, but that is a separate debate.
DXHR uses an engine originally developed for Tomb Raider, a 3rd person platformer, not a FPS/RPG. They likely do not have the same level of ability/experience as a company known for developing engines either. Oddly the new Tomb Raider uses UE3 lol...
UE3 catches flak due to most games that use it exhibiting the same flaws. Horrid textures, really bad texture pop-in, and so on. Very few games have managed to get away from that.
Crystal Dynamics has made a few engines in the past, but they don't make big 3rd party engines like Epic does. Still you're right it was developed for Tomb Raider Legend and outside of a total overhaul there was no chance for Eidos Montreal or Nixxes to make the game look like Crysis or Metro or any of the other big looker titles. UE3 may have been better, but it's hard to say. Nixxes has tons of experience with the Crystal Dynamics engine so it makes sense to use their knowledge to update the engine a little for the game.
UE3 catches flak due to most games that use it exhibiting the same flaws. Horrid textures, really bad texture pop-in, and so on. Very few games have managed to get away from that.
Crystal Dynamics has made a few engines in the past, but they don't make big 3rd party engines like Epic does. Still you're right it was developed for Tomb Raider Legend and outside of a total overhaul there was no chance for Eidos Montreal or Nixxes to make the game look like Crysis or Metro or any of the other big looker titles. UE3 may have been better, but it's hard to say. Nixxes has tons of experience with the Crystal Dynamics engine so it makes sense to use their knowledge to update the engine a little for the game.
In terms of graphics, the new Deus Ex looks like it time-warped from 2006.
I'm finding the load times absolutely horrendous.
Isn't there some kind of fix or workaround for this? @_@
I heard turning off vsync should help but then you get horrendous screen tearing.
No tearing with vsync off for me, but my load times are still annoyingly insane.
The fix is to actually turn off Tessellation in the game options from what I've read. DX11 works fine.
I wonder if anyone getting the texture artifacts with the tessellation enabled on radeon hardware has tried to play around with the tessellation settings in CCC. The default setting is AMD Optimized, I would suggest trying Default and to try playing around with the slider to find a setting that may fix the issue.
If this has been tried I'd sure like to know about it. I have a hunch it's fixable by putting it on the game default.