MaximumPC 2007 01

(Dariusz) #1

 MAXIMUMPC JANUARY 2007


R


TS games have lagged in visual qual-
ity compared to fi rst-person shooters
because the games must render so many
objects. Developers must choose between
limiting the number of units onscreen at any
one moment or rendering lots that look nearly
identical. Boring.
In Gas Powered Games’ Supreme Commander,
you’ll be able to deploy hundreds of very differ-
ent units all at one time, thanks to DirectX 10’s
improved instancing routines. First introduced with
DirectX 9, instancing enables developers to create
one object model and have it drawn many times
using just one “draw” call; however, each object’s
movement and orientation were similar. DirectX
10 liberates programmers from the restriction of
simple cloning by allowing them to assign each
instanced object with a texture selected from a tex-
ture array. And to ensure that each object behaves
as well as looks different, DirectX 10 supports a
large palette of animation routines.

And Now: The Eye Candy


Now that we’ve seen how fast the first DirectX 10 videocard can be with current-generation games, let’s take a look at what
we can expect from next-gen titles. We selected each of these screenshots to represent one new visual effect that’s not cur-
rently achievable with DirectX 9.

SIGNIFICANTLY IMPROVED INSTANCING


Increases the number and diversity of objects in games such as Supreme Commander


D


irectX 9 supports procedurally generated effects,
but all objects must be based on pre-fabricated
vertex or texture data. The presence of a geometry
shader in DirectX 10 allows the GPU to generate new
data, which enables developers to create visual effects
based on real-time calculations.
In this Nvidia-provided demo, a column of rock
continuously “grows” from the top of the screen.
Waterfalls can emerge from any point on the column
and cascade down its face, forming pools on fl at
surfaces. Vines crawl across its face, thicken and
branch out over time, and gradually decay until they
disappear. Pixel-shader routines, meanwhile, give the
object its rich texture and high defi nition.
Note the glistening textures indicating where
water has moved across the surface. In the demo,
these slowly fade to a duller fi nish as the waterfall
dries up and ceases to fl ow. Procedurally generated
effects should be a boon to games like Will Wright’s
upcoming Spore.

PROCEDURALLY GENERATED EFFECTS


Real-time geometry creation simulates nature


SUPREME COMMANDER

NVIDIA’S WATERFALL DEMO

NEXT-GEN GAMING
Free download pdf