Luc-Eric Rousseau  wrote:

      I'd said HQV and DX11 have quite different purpose. You'd make a
   DX11
     viewport for game development so artists can see their assets using
     custom DX11 shaders, so you don't actually need a high level of
     sophistication in the display in the bundled shaders..  However, a
     client for a HQV is going to be a freelancer that wants stuff to just
     work out of the box and want help preview an eventually offline
     render.
   ________________


Yeah that how I saw th current HQV too.
You can build your tree up-til a quite far point using standard nodes,
while being able to see most of what is happening (many many shaders supported), except for anything related to precentage closer soft shadows (area light shadows)
and of course FG/GI stuff.

I sometimes make it show only on selected object,
so not the entire scene has to be refreshed all the time.

But.. it would be good to have a mode axed around performance,

Cause HQV can quickly become vvvery slow.


Of course with DX11 woud be GREAT!

But since Realtime shader support was introduced, (XSI 5?)
the potential was there to have a few good (prebuilt) shaders (without having to code them)
(Either DX9 or cg/hlsl)
with organized UI and decent functionality.

And still today, a few good dedicated universal shaders with many settings would be already quite something.

I have found over time some great standard realtime shaders that
worked in SI with the abillity to map pretty much anyhing,
.. diff, spec, amb, bump, trans, refl map, refl intensity, .
& half-lambert (diffuses the threshhold between lit and shaded sides) ..
all looking as if if was rendered, but had to work with a mile long property page lol

But it was (is) very useful!

Notably for Camera projection stuff (for instance), but even for a number certain types of passes.
can be yanked out at 20 fps.

For (visually apealling yet non-fully realistic) projects,
I was able to render AO + AreaLights offline (no textures) with somewhat grainy yet fast settings,
and render flat, shaded, textured, Incidence passes at 15 fps
then passed the Grainy AO/Arealight pass through a denoiser (before comping textures), and was able to deliver nice and fast stuff... the client didnt understand and was happy :)

Anyways, I wonder what is the bottleneck for DX11 support (if there is any or if not just politics).
Cause Realtime Displacements is quite something!

Cheers



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