At 6/28/10 11:11 PM, Eclipse wrote:
At 6/28/10 10:33 PM, argile wrote:
Oh so you would have to learn how to program those functions right into the game if you were under the Directx 11 Debug mode or rather create them from scratch again? I am afraid not have any prior knowledge towards it.
Opengl 4.0 has to be atleast backwards compatible with all the other games that have a mode for it.
Exactly. All of the features of DX11 can be emulated/recreated from scratch if someone or a company took the time to add those graphical features in.
And yeah, OpenGL 4.0 should be backwards compatible with any game that has a mode for it.
Ah well that's really disappointing only for the fact that I would've spent like nearly 500 bucks for a Ati Radeon HD 2970 4GB card just to see what kind of eye candy would pop up visually my older games like I saw in the Heaven benchmark. It not that I'm that saying that Half Life was not a amazing looking back than but I would liked to see how it was originally meant to be portrayed by there creators back then despite the hardware limits they had. At least opengl 4.0 will do the job because I'm not going to wait for developers to make a updated patch to the game.
I've read that there were 2 shader stages that enable the gpu too offload from the CPU to do the Tesselation, are the methods done through there any different?