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View Full Version : OT: S.T.A.L.K.E.R.'s DirectX 9 capabilities



gseth
05-31-2004, 06:17 AM
Here is a summary of S.T.A.L.K.E.R.'s DirectX 9 capabilities:


S.T.A.L.K.E.R. is capable of more than 2 million fully bump-mapped polygons per frame as well as true per-pixel complex light-material interaction.

By targeting the latest hardware we have been able to base the engine fully on HDR (High Dynamic Range) lighting to increase the quality by addressing unnatural over- or under-exposed visuals found in traditional renderers.

Natural render of complex materials with proper light interaction, such as rusted metal, natural flora, glass, skin, and so on. In addition, every pixel (not texel) can have its own material with several coefficients.

The custom-built dedicated renderer is capable of real-time dynamic lighting, soft (physically correct) shadows cast from every object onto every other object, true per-pixel lighting, physical umbra/penumbra computations, and hundreds of lights per frame--all in real-time.

Frame buffer postprocessing and Photoshop-like effects.

gseth
05-31-2004, 06:17 AM
Here is a summary of S.T.A.L.K.E.R.'s DirectX 9 capabilities:


S.T.A.L.K.E.R. is capable of more than 2 million fully bump-mapped polygons per frame as well as true per-pixel complex light-material interaction.

By targeting the latest hardware we have been able to base the engine fully on HDR (High Dynamic Range) lighting to increase the quality by addressing unnatural over- or under-exposed visuals found in traditional renderers.

Natural render of complex materials with proper light interaction, such as rusted metal, natural flora, glass, skin, and so on. In addition, every pixel (not texel) can have its own material with several coefficients.

The custom-built dedicated renderer is capable of real-time dynamic lighting, soft (physically correct) shadows cast from every object onto every other object, true per-pixel lighting, physical umbra/penumbra computations, and hundreds of lights per frame--all in real-time.

Frame buffer postprocessing and Photoshop-like effects.

Ru.
05-31-2004, 06:20 AM
http://ubbxforums.ubi.com/images/smiley/353.gif

Mad_Murdock2k
05-31-2004, 07:57 AM
You know, there is an Off-topic forum, just for such things.

Not that we are anal, but you're not the first person to post about STALKER, Plus are you trying to change our minds about something ? Stalker isn't out, so it's not that exciting. When it comes out, I'll be playing it, just like HL2 and Doom3.

Not sure when I'll get the time, guess I'll just have to stop working in these forums

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mr.amphibian
05-31-2004, 12:01 PM
stalker was lookin amazing in screenshots and theory but then I saw a video, and tho it looked good with nice combat, I saw the HUD (looked far better and more realistic without one, to fit with the rest of the realisim of the game) and someone carrying a minigun and I got put off http://ubbxforums.ubi.com/infopop/emoticons/icon_frown.gif

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thedudemanguy
05-31-2004, 12:04 PM
Looks ok, but FC will look better probably... (to be honest stalker has looked like one of those 'me too' games for awhile to me and I've doubted it will be that big, but we'll see)

Killer_Waffle
05-31-2004, 12:08 PM
now i'd wonder how come this thread got moved? http://ubbxforums.ubi.com/images/smiley/blink.gif

NI!