Unigine "Heaven" DX11 benchmark

From utub: Full captured video from Unigine "Heaven" benchmark in demo mode.

Key features: * Native support of OpenGL, DirectX 9, DirectX 10 and DirectX 11 * Comprehensive use of tessellation technology * Advanced SSAO (screen-space ambient occlusion) * Volumetric cumulonimbus clouds generated by a physically accurate algorithm * Dynamic simulation of changing environment with high physical fidelity * Interactive experience with fly/walk-through modes * ATI Eyefinity support

If you are a gamer, then you will know what that means. Watch in HD for best effect.
Croccydilesays...

It's pretty, but also realize the perils of PC graphics where it might be a while till you get this in your average game. Three years later after DirectX 10 and you still have AAA name titles being released in DirectX 9. When DirectX 10 was new the cards that supported the features were noticeably slower in DX10 stuff. Now, cards have caught up so I imagine the same cycle will happen again for DX11. The number of DX11 titles currently available can literally be counted on one hand and few people have the necessary hardware (ATI Radeon HD 5xxx series)

As far as tech, the only really big difference vs. DirectX 9 I noticed were Crepuscular rays and a bit better detail. The ambient occlusion was not really that standout, perhaps not the best demo for it in sunlight like that?

cybrbeastsays...

>> ^Croccydile:
As far as tech, the only really big difference vs. DirectX 9 I noticed were Crepuscular rays and a bit better detail. The ambient occlusion was not really that standout, perhaps not the best demo for it in sunlight like that?

You missed the very important tessellation that's only in DX11 that gets used a lot in this demo. You can see what it does here:


Croccydilesays...

Ah, thank you for that. That will probably be useful in future games for better LOD as well as finally getting rid of the awful "fake high polygon model" that to me is obvious in some games. By that I mean using a normal map to simulate more detail than there really is.

Granted the first part with showing the brick walls/steps could easily be done without the technology, it probably will make it easier to be done with less modeling required.

I'm all for new technology if it gets rid of the "vaseline coated walls" or "plastic faces" that has been too common in alot of games I've seen lately. Mass Effect 2 is a lovely game, but good lord the faces look like Chinese knockoff Barbie Doll skin up close in HD resolutions.

cybrbeastsays...

Yes it's basically a way to get way more polygons and a much smoother and pretty model. The big advantage is that the tessellation technique can do it much more efficiently than if the models were made and rendered at the same poly count.

braindonutsays...

I wonder exactly how you go about defining and applying the tessellation. The thing I keep wondering, the most, is where all the design tools are that will actually make the creation of this kind of content efficient and easy.

Game creation, art assets especially, has ballooned into a a ridiculously huge undertaking... I wonder when engine developers will start focusing on efficiency and usability, not just features, in their editors/toolsets.

Farhad2000says...

I would settle for just cool. I miss cool games. Like Doom fucking 2. I still remember the boom click of that double barrel shotgun.

>> ^braindonut:
I wonder when engine developers will start focusing on efficiency and usability, not just features, in their editors/toolsets.

braindonutsays...

>> ^Farhad2000:
I would settle for just cool. I miss cool games. Like Doom fucking 2. I still remember the boom click of that double barrel shotgun.
>> ^braindonut:
I wonder when engine developers will start focusing on efficiency and usability, not just features, in their editors/toolsets.



I agree. That's kinda the point, I think. The less time you have to spend in the tedium of managing so many different maps, shaders, effects, scripting and TONS of tiny little details, the more time you can spend on making stuff that is FUN.

I mean, it's never been EASY to make games. But what it's become now... it's insanity.

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