Poll: Should ACR have DirectX Graphics? You do not have permission to vote in this poll. |
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Yes go for it! | 5 | 41.67% | |
No, it may not be worth it | 7 | 58.33% | |
Total | 12 vote(s) | 100% |
* You voted for this item. | [Show Results] |
ACR DirectX 9 -11 ? | + Sweet EFX Shader Suite
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2014-08-15, 07:04 AM
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RE: ACR DirectX 9 -11 ? | + Sweet EFX Shader Suite
I know this post is a little old,but what victor said about being able to switch between OpenGL and DirectX is not impossible and I highly recommend in the future ( with the power of 1,345 pull request from a DX9 version of ACR) aside from a recreation of the windows main function, this is 100% possible and shouldn't be very time consuming (I can work on it myself and send a pull request every now and then)
But the idea is Current Version -> Window Opens up with a complete OpenGL support comparability and control, therefore anything that happens in the window is controlled by OpenGL Proposed Version -> windows opens up using the windows API as a whole as apposed control to a graphics API (Another way is to allow windows to open it up in 2 different modes which isn't recommended as it will increase a lot of hdd After Windows opens this window it then runs the acr screen NOTE-> FOR THIS TO WORK ACR CAN NOT RUN KICKSTART WE NEED A MENU ( because it is currently still in development to switch APIs in real time, So a main menu is going to need to be used to switch from Directx to OpenGL and vice versa ![]() Now , to clear things up a bit I want you to understand OpenGL is more CPU intense, whereas Directx is more GPU intense (The both are the same but keep in mind how many Nividia GPU there are to support dx9,10,11,12 So the proposed idea is to either have a main menu or a startup dialog to allow switching of certain features Using them at the same time is a very bad idea, but having them run switch controlled is nearly impossible so let's simply say what would happen Yass -> Horrid Quality (runs on low end Cross plat) OpenGL controlled , horrible lighting and shaders -> low quality (runs on normal end cross plat) OpenGL controlled, okay lighting and okay shaders) ->Mediun Quality ( runs on avg end crossplat) You can pick between control from OpenGL to Direct x Medium Quality is the highest quality that we can play on Linux OSx ->High Quality (runs on higher end windows PC) DirectX controlled using high quality lighting ( it's actually low quality but with some simple blend functions it will be fine) - accurate particles control -> Ultra Quality (runs on higher end windows PC) DirectX controlled using global illumination and Ghost Shaders This feature will also support -texture mipmapping (helps for higher quality textures) -ghost shaders (shaders for textures with specular map effects) -filtering (kinda blend the color theme between time and area (darker colors for night maps) -more file type support (which means moving Skymaps and possible mp3 quality a, -surround sound -direct input which will help multiplayer users to combine keystrokes to find out what each other is doing, -server predict... ( smoother servers ) Now High Quality Mode and Ultra Quality can be achieved on Mac but I have to look into it more Now you know the pros and stuff and hopefully we will see diferencess in quality modes.... |
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