S.T.A.L.K.E.R.: Call of Pripyat Screenshots Compare DirectX 10 and DirectX 11

To demonstrate S.T.A.L.K.E.R.: Call of Pripyat's support of DirectX 11, publisher bitComposer has issued some new screenshots from GSC Game World's...

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To demonstrate S.T.A.L.K.E.R.: Call of Pripyat's support of DirectX 11, publisher bitComposer has issued some new screenshots from GSC Game World's latest.

Direct X10 vs. Direct X11

Explained bitComposer: "S.T.A.L.K.E.R.: Call of Pripyat will support two of the most important features of DirectX 11: 'tessellation' and 'compute shaders.'"

The creepy post-apocalyptic PC action-RPG hits German-speaking countries (Germany, Austria, Switzerland) in November, then Europe and North America in Q1 2010.

Chris Faylor was previously a games journalist creating content at Shacknews.

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From The Chatty
  • reply
    September 25, 2009 9:19 AM

    I really didn't see a big enough difference to give a shit. The shadows look different but good in both. It's like having a salt shaker on your table and saying "the past" *slides the shaker 2 inches to the right* "THE FUCKING FUTAR!"

    • reply
      September 25, 2009 9:20 AM

      Exactly, shadows and textures are a bit more pronounced but thats about it. I really think the whole LOOK, NEW DIRECTX! is there to make people rush out to buy new cards. I'll stick with my 4890 until this system keels off.

      • reply
        September 25, 2009 9:23 AM

        Look at how the shadows change depending on the distance from the object, when compared to DX10. The shadow density and overall lighting is more accurate to life now.

        • reply
          September 25, 2009 9:48 AM

          Yeah, the tessellation (when used properly) will help a lot with immersion too.

    • reply
      September 25, 2009 9:55 AM

      Unless there is a big performance gain for going with DX11.

      • reply
        September 25, 2009 10:48 AM

        There is from what I've heard.

    • reply
      September 25, 2009 10:06 AM

      It seems to be the shadows are less blurry as it gets closer to the object, so it's a lot more "realistic". It's a long way further than just having some globally blurried shadow map.

      But yeah, in the end, barely noticeable.

    • reply
      September 25, 2009 11:01 AM

      What's important is that with tessellation you'll be able to have much better performance over parallax mapping.

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