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#1 2009-07-06 2:30 pm

Bat
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DiRT 2 PC delayed to Dec for DX 11

Well, akb825? smile

Wow. Codemasters has announced that development for Colin McRae DiRT 2 on PC has been "extended" in order for the game to take advantage of DirectX 11. That means merely 1 month after the API is released in Windows 7 (Vista will also support DX11), we'll see the debut of the first DX11 title. The PR also says the game will support multi-threading:

Codemasters® today announced that the Games For Windows® LIVE edition of Colin McRae: DiRT 2 , the thrilling and stylish sequel to the award-winning off-road racer, will support the wealth of new performance enhancing features that will be available in DirectX 11.

With DirectX 11 hardware expected to ship in the second half of 2009, and DirectX 11 coming to home computers with the release of Microsoft Windows 7 on October 22, 2009, Codemasters also announced that the Games For Windows® LIVE edition of Colin McRae: DiRT 2 will benefit from an extended development program to take advantage of DirectX 11 and is now scheduled to be published in December 2009.

“While the console editions of Colin McRae: DiRT 2 will retain their September ship date, we believe that the DirectX 11 feature set is too compelling to ignore, especially considering how much more it can add to the visual experience for PC gamers,” said Bryan Marshall, chief technical officer, Codemasters.“As a leader in digital racing entertainment, we are staying ahead of the pack by immediately taking advantage of key new technologies such as hardware tessellation, multi-threading and Shader Model 5.0 to deliver the most realistic, immersive and exhilarating racing experiences in the business. The fusion of DirectX 11 with Codemasters’ EGO™ Engine will raise the technical bar considerably in the racing genre.”

With the introduction of Microsoft Windows 7, DirectX 11 will be made available both as part of the operating system and as a downloadable update to Windows Vista. Codemasters intends to immediately take advantage of DirectX 11 features that add to the realism of the racing environment. Hardware tessellation will further improve the appearance of water and other surfaces as well as crowd animations.

The shader performance of Shader Model 5.0 (SM 5.0) will aid in creating an even richer 3D experience, enhancing key image quality parameters such as depth of field, ambient occlusion and shadows. These DirectX 11 features, and many others, will add the horsepower needed to improve performance.

“We expect Codemasters’ early move to DirectX 11 to place them in a leadership position in developing the next generation of PC games and simulations,” said Rick Bergman, senior vice president, AMD Products Group.“To aid in transitioning to DirectX 11, AMD is providing Codemasters with access to our software engineering expertise in DirectX 11 technologies such as tessellation and shader modelling. DirectX 11 has all of the ingredients needed to take PC gaming to a new level of realism by giving developers tools to effectively utilize the multi-CPU, multi-GPU systems now available to players.”

Colin McRae: DiRT 2 is being turbocharged for Games For Windows® LIVE supporting DirectX 11 and is set to ship this December. Editions for the Xbox 360® video game and entertainment system from Microsoft®, the PLAYSTATION®3 computer entertainment system, Wii™, Nintendo DS™ and PSP® (PlayStation®Portable) system are scheduled to launch in September. For the latest videos and information, powerslide over to www.dirt2game.com.

tongue     http://www.firingsquad.com/news/newsart … chid=21839


title ed

Last edited by Bat (2009-07-06 3:08 pm)


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#2 2009-07-06 8:13 pm

Earendil the Mariner
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Re: DiRT 2 PC delayed to Dec for DX 11

Too bad the game will still suck.

They're deviating even further from the core rally championship gameplay than with DiRT.
They feel a need to Americanize (dumb down) rally racing to get it to sell here because we prefer Nascar to something that's actually exciting to watch and requires real skill from the drivers.
DiRT 2 will be as much about presentation as about racing, with the trailers so far focusing on multi-car tracks and "hot" new (no-name) bands supplying the music.

Meanwhile, they've done nothing to correct the glaringly obvious omissions from the first game:
Ford has been MIA since Colin McRae Rally 2005, with Skoda not appearing in any of Codemasters' rally games as far as I can remember.
Really the only car they've shown off at all has been the new Subaru Impreza; no mention of the Ford Focus or Citroen C4, the only two cars still backed by manufacturer's teams in the championship this year, or the Suzuki SX4 which made its debut last year.
Even though the name of the game is "dirt", I was really annoyed at the lack of any snow courses; those were some of the most fun to drive on CMR2005.
And only 6 rallies out of the 21 the WRC has been rotating through over the past few years is a little anemic.

This is one game I will definitely try the demo for before buying; but if development has gone the way I think it has, I'll be skipping it.
If I had a PS3, I would not hesitate to get Gran Turismo 5 instead, with its officially backed WRC mode (although their new damage modeling looks a little suspect).
Holding out for a new official game won't get me anywhere, either, since they've been traditionally Playstation-only.

Last edited by Earendil the Mariner (2009-07-06 8:15 pm)


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#3 2009-07-06 8:26 pm

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Re: DiRT 2 PC delayed to Dec for DX 11

From what I unerstand, racing games often get bogged down in license wrangles- exclusive contracts, unwillingness to show cars damaged (bad for sales), more. Regrettable, but nothing new. Gameplay, that's another issue.

What's going on here, I've no info about... but it shore should be prett3h. smile


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#4 2009-07-06 11:11 pm

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Re: DiRT 2 PC delayed to Dec for DX 11

Heh, I gotta reload Dirt and beat the first game still. I got into it and loved it till I reached later tracks that killed the fps on my old 1900XT (yes I was not willing to turn down effects tongue). Been meaning to go back to it again now that i've got better but its just one of those "when I get around to it" things.


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#5 2009-07-07 12:24 am

akb825
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Re: DiRT 2 PC delayed to Dec for DX 11

That article seems to be a little light on anything but "ZOMG Look at us! We're delaying because we're SOOO cutting edge!" I will be interested to see what the DX11 vs. DX9/10 shots look like, though. With more GPGPU capabilities there is certainly a lot more flexibility in what you can do in terms of effects. Of course, the question is, how much is practical to do with a steady frame rate on a large monitor? Going more general purpose certainly isn't free: for example, though newer cards allow stuff like dynamic branching and looping, it has a large penalty and is a good idea to avoid whenever possible.

I have a feeling that this is largely a PR stunt, probably also sponsored by Microsoft and/or AMD/ATI. (they have to get pre-release versions for the DX11 SDK and hardware, after all) I have no doubt that they will be able to improve the visuals, but I doubt that the difference will be particularly jarring, at least not with something that can be implemented with affordable hardware in the near future. However, they may have ultra high quality settings that have much better visuals that can only be playable on multi GPU systems and/or future GPUs.


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#6 2009-07-07 1:44 am

~Coxy
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Re: DiRT 2 PC delayed to Dec for DX 11

akb825 wrote:

That article seems to be a little light on anything but "ZOMG Look at us! We're delaying because we're SOOO cutting edge!" I will be interested to see what the DX11 vs. DX9/10 shots look like, though. With more GPGPU capabilities there is certainly a lot more flexibility in what you can do in terms of effects. Of course, the question is, how much is practical to do with a steady frame rate on a large monitor? Going more general purpose certainly isn't free: for example, though newer cards allow stuff like dynamic branching and looping, it has a large penalty and is a good idea to avoid whenever possible.

That's a very good point. Reminds me of when DX10 first came out and in the DX9/10 comparison shots for Company of Heroes and Bioshock you could barely make out the minute differences.

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#7 2009-07-07 1:54 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

akb825 wrote:

That article seems to be a little light on anything but "ZOMG Look at us! We're delaying because we're SOOO cutting edge!"

How much detail did you expect in a press release? It wasn't GDC or Siggraph.

hardware tessellation, multi-threading and Shader Model 5.0 | Hardware tessellation will further improve the appearance of water and other surfaces as well as crowd animations  | The shader performance of Shader Model 5.0 (SM 5.0) will aid in [..] enhancing key image quality parameters such as depth of field, ambient occlusion and shadows

Tesselation, tho not this advanced, has been in the 360 all along. Shouldn't be too hard; ATi gave a demo at the recent hardware trade show, since they had working silicon. The rest is about as detailed as I'd expect in a PR, and has a few specifics.

I will be interested to see what the DX11 vs. DX9/10 shots look like, though.

Everyone should be.

I have a feeling that this is largely a PR stunt, probably also sponsored by Microsoft and/or AMD/ATI. (they have to get pre-release versions for the DX11 SDK and hardware, after all) I have no doubt that they will be able to improve the visuals, but I doubt that the difference will be particularly jarring, at least not with something that can be implemented with affordable hardware in the near future. However, they may have ultra high quality settings that have much better visuals that can only be playable on multi GPU systems and/or future GPUs.

Partly, no doubt. ATi has said they know of 5 titles coming in that timeframe. It's still remarkably fast takeup; TR:AOD and Halo PC weren't out until ~10 months after the DX9's release- this is more like 6 weeks. Naturally they won't come near to fully or even heavily exploiting the possibilities. Still, someone I know was opining on how long it'd be before any 11 games... :whistle: wink

NV won't have DX11 parts 'til next year, so it's AMD/ATi's show, and gain, for some time. Also, on multithreading, I'm sure this will be exploited on the API/driver level, not just multithreading the game. That's been looked forward to for some time- better thread handling, IIRC. (Should look that up..)

Their mention of

by giving developers tools to effectively utilize the multi-CPU, multi-GPU systems now available to players

...jibes with your

ultra high quality settings that have much better visuals that can only be playable on multi GPU systems and/or future GPUs

(Subconscious plagiarism as in music! Codemasters sue! big_smile)


Sure, they'll be enjoying as many multi-GPU sales as they can get, and a game that'll drive upgrades for a long time.

...if it's good enough. Ear has his doubts, I lack info.

Still, it's the first, and will have a place in game history. (And you didn't expect me to let this go by unmarked, didja? smile)


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#8 2009-07-07 1:58 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

~Coxy wrote:

Reminds me of when DX10 first came out and in the DX9/10 comparison shots for Company of Heroes and Bioshock you could barely make out the minute differences.

Without going back and retelling the whole story, DX10's featureset was gutted when an IHV refused to play ball. Some of the most "ZOMG!" features were cut. They're back, ++, in 11.


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#9 2009-07-07 2:03 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

Oh, and on this score...

akb825 wrote:

(they have to get pre-release versions for the DX11 SDK and hardware, after all).

As I mentioned, working silicon is already around, and Win7 is set for a July RTM. It's close. At least early version[s] of DX11 must be workable for ATi to code a demo around it/them (reportedly heavy on tesselation).


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#10 2009-07-07 2:12 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

No luck there yet, but old INQ (and THG) hack Theo V, now at BSN, has some things to say. It's late, I'll let it be for now.

Codemasters goes DirectX 11: DiRT 2, GRID 2, and F1 2010
7/6/2009 by: Theo Valich - Get more from this author

Codemasters racing games is always something special - that being fantastic racing feeling in Race Driver: GRID, brilliant handling in DiRT or ultimate realistic experience with the next year's F1 2010 The company takes pride at the technological edge, but we won't forget that these titles also run flawlessly on slower systems.

Just a couple of hours ago, Codemasters announced that they're delaying the release of Colin McRae DiRT 2 for the PC platform in order to deploy DirectX 11 technology. Originally scheduled for a debut in F1 2010 and Race Driver: GRID 2 games, EGO engine gets a DirectX 11 tune-up with a 2009 release.

This is not a "sticker-stomper" implementation. EGO engine is getting a complete overhaul, implementing all the key features of DirectX 11 such as graphics multi-threading [do NOT confuse with CPU multi-threading], hardware Tessellation and Shader Model 5.0.

The differences should be quite spectacular. Gamers with DirectX 11 hardware will see a significant change in game surfaces, such as water or glass reflection/refraction, crowd animation, ambient occlusion and shadows. Very important part of EGO engine, the motion blur/depth of field is also getting a complete overhaul and should result in spectacular feeling while playing the game.

In order to implement DirectX 11, Codemasters called AMD to help them out. Officially, AMD "provided Codemasters with access to our software engineering expertise in DirectX 11 technologies". To cut the bull from the press release, Codemasters now has ATI Evergreen hardware and a fleet of engineers ready to help them out during this conversion.

This is a first major DirectX 11 win for AMD, and we have no doubt that there are plenty more to come yet. The person that led the The Way It's Meant To Be Played team recently switched positions, and if there was any chance that AMD's gaming program steps on nVidia's currently superior gaming development support program, the time is now.

YES!

http://www.brightsideofnews.com/news/20 … -2010.aspx

::looks behimd couch for change::

Last edited by Bat (2009-07-07 2:18 am)


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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#11 2009-07-07 2:25 am

Mr. T
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Re: DiRT 2 PC delayed to Dec for DX 11

~Coxy wrote:

akb825 wrote:

That article seems to be a little light on anything but "ZOMG Look at us! We're delaying because we're SOOO cutting edge!" I will be interested to see what the DX11 vs. DX9/10 shots look like, though. With more GPGPU capabilities there is certainly a lot more flexibility in what you can do in terms of effects. Of course, the question is, how much is practical to do with a steady frame rate on a large monitor? Going more general purpose certainly isn't free: for example, though newer cards allow stuff like dynamic branching and looping, it has a large penalty and is a good idea to avoid whenever possible.

That's a very good point. Reminds me of when DX10 first came out and in the DX9/10 comparison shots for Company of Heroes and Bioshock you could barely make out the minute differences.

Even then, and those subtle differences were just that --differences.  It wasn't better or worse; it was just ever so slightly different.  The big thing about DX11 seems to be hardware tesselation, which I believe is being blown waaayyy out of proportion.  Compared to software methods, the hardware approach likely requires less memory, and changes in detail are less expensive, but I just don't think this is going to be DX9:round 2.  On the other hand, there's too many crappy engines out there without any form of tesselation --Perhaps DX11's greatest practical benefit will be the boost it gives to these engines.


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#12 2009-07-07 2:34 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

::sends Mr. T to opthalmologist::


If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw

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#13 2009-07-07 3:23 am

akb825
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Re: DiRT 2 PC delayed to Dec for DX 11

Tessellation is certainly interesting, but from what I understand it doesn't work by triangles, but by patches. Which makes sense: you can't suddenly make something look better just by looking at an existing triangle mesh, you need more information. In this case, it's done with a surface that uses control points to control the curve of the surface, from which you can tessellate to different levels of detail from the same source data. While that may sound easy enough, there are some issues that come up. For one, you need to model using these patches that can be used by the GPU instead of just triangles. However, once both the artists are trained and the tools support it, it's easy to convert to triangles for older renderers or for super low LODs where the cost of tessellating for so few triangles isn't worth it, so once it's mainstream that part is fine. The other issue I can see is skinning. It's very straight forward for triangles, but I can see it being much more difficult for the patches used for tessellation. For static environments, though, there is no such issue. I will be interesting to see both image comparisons and speed comparisons, though, since obviously it's not for free.

Bat: Obviously I wasn't looking for a SIGGRAPH paper, but they give no real information. The only thing they give is "enhancing key image quality parameters such as depth of field, ambient occlusion and shadows." All three of these effects are already used in games, and "enhancing" them is a little ambiguous. It can be as simple as "wow, we are now able to use 8x8 PCF on our shadows instead of 4x4!" which only means that they are able to do more texture samples. On the other hand, it can be as amazing as "we can now do physically accurate ambient occlusion instead of current image-based methods."

That said, though there are prototype DX11 chips around, these are hardly mainstream, and it's not going to be available to just any developer. According to the Direct3D 11 page on Wikipedia "Microsoft have stated that Direct3D 11 is scheduled to be released to manufacturing in July 2009, with the retail release coming in October '09." This means that us "normal people" will be able to reap all the rewards by October. If the developers of Dirt 2 are announcing the change now, that means that they have already gone through the technical work of making sure that they can handle the development change and made sure that they can get a hold of the necessary hardware and software. Not to mention the extra time that would have to be added for testing and QA. This has likely bee in the works months before it was announced, probably in tandem with Microsoft and AMD.

As for my comment about the availability of DX11 games, I obviously wasn't saying that there will be no games that use DX11 for 3 years. What I was saying was, if you look at DX10 currently, there are some games that have DX10 support, but almost no games rely on it completely, and even when used often don't have that much change in visual quality. Not to mention the fact that games have to run acceptably on 2-3 year old hardware in order to have a market to sell to. Developers aren't going to spend as much time working with a new edition of DirectX at the expense of allowing their game to run on 90% of their userbase's hardware. There are exceptions, though, who try to cater to the niche market of extreme gamers.

As always, improvements are evolutionary rather than revolutionary. Though there are some large improvements in terms of theoretical ability, such as the introduction of pixel sahders in DX9 or GPGPU features in DX11, the hardware isn't fast enough at the beginning to take full use of them. Each new revision of the shader model increases lower limits on aspects such as the number of instructions, which alone allows game developers to introduce more effects. The latest trend of making GPUs more general purpose does increase the set of tools available when writing shaders, but often times if you try to use all of those tools you will tank the framerate. I'd say that we are still a couple of years away both from DX11 becoming mainstream and having the true power of its new capabilities to be utilized in a way that allows previously impossible or prohibitively difficult effects to be implemented at playable framerates

Last edited by akb825 (2009-07-07 3:28 am)


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#14 2009-07-08 1:44 am

~Coxy
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Re: DiRT 2 PC delayed to Dec for DX 11

I was please to see firm plans for GRID 2 in the second article at least. DIRT doesn't really appeal to me and FUEL wasn't anywhere near as cool in my opinion. Hopefully by then my Mac will actually have a DX11 card to play it. smile

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#15 2009-07-15 1:00 am

Bat
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Re: DiRT 2 PC delayed to Dec for DX 11

Hope to get back to this soonish; a few things left to mention, not too far out of agreement anyway. Meanwhile, this seems worth tossing out on its own...

DirectX 11 Compute Shader: Three times faster than DX10.1 due to Local Data Share
AMD's Developer Relations boss Richard Huddy explains the mode of operation of Ambient Occlusion - the DirectX 11 Compute Shader is said to provide up to three times the performance possible with DirectX 10.1

Using a Compute Shader path in DirectX 11 could offer up to three times the performance possible with DirectX 10.1, mentions Richard Huddy, AMD Developer Relations, in an interview with PC Games Hardware. And even in DirectX 10.1 modern Radeon cards with their Fetch4 feature are able surpass pure DirectX 10 devices like the current Geforces.

But at the same time Huddy explains that Compute Shader is uncharted territory for developers and thus it is hard to integrate. Getting the optimum out of it is even harder currently.

In matters of possible performance benefit Huddy calls the Local Data Share (the memory shared between different threads), which is required by DirectX 11, a Killer-Feature. Especially in Screen Space based Ambient Occlusion it is possible to safe [save?] huge amounts of data traffic resulting in less workload for the bandwidth and texture units which are used to read the data.

PC Games Hardware has already reported about AMD's DirectX 11 graphics cards of the Evergreen family, which are said to be released in 2009. We have integrated the first video with Richard Huddy's interesting remarks about the expected performance into this article again.

http://www.pcgameshardware.com/aid,6899 … hare/News/  (more, links, video links)

Also, AMD/ATi plans on releasing DX11 parts before 7 launches. No doubt Codemasters has multiple units now, and it's not unprecedented; it happened with the R300 & DX9. What's majorly different is the time to first game release.

Last edited by Bat (2009-07-15 1:07 am)


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"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."

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