What's up with those rumors
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@I-Hawk, please, do not get provoked by this asshole.
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No worries
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I had to laugh at the guy arguing with Mav-JP, saying he couldnt possibly know whether the BMS FM is accurate or made upā¦.
yeah, hopefully as you might have noticed, i am under XANAX since DCS F16 release
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Oh, if only BMS team had some professional engineers or somethingā¦ā¦
Im laughing so hard right now XD
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OT (in case you are missing that):
https://www.reddit.com/r/hoggit/comments/dg5vlr/started_playing_bms_recently_wtf_is_ed_doing/
EDIT:
And, ****!, in case you are missing that:
https://www.reddit.com/r/hoggit/comments/dgbbgp/bms_developers_promote_bad_behavior_insults_own/
Perhaps EDās policy on baning all non-DCS stuff on their forums is not that badā¦
Wow lots of broken hearts on that reddit. Bad , Bad BMS forum!
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Iām curious what you mean exactly about DX11.3? I know some of the 11.3 features, the one I know the most is related to tiled resources, but that is NOT about quality, it is more of a way to handle dynamic loading better and take advantage of HW virtual texturing ability.
AFAIK there is no difference if you render with DX11, DX11.3, DX12, Vulkan etcā¦ API is an API to execute commands on the GPU, eventually it is what you do and how you do it that will make a difference (API along with the HW of course open up more features for you). i.e there is no such thing as - DX11.3 will get you better look of X without you do any change to it.
Problem with DX11.3 is that it sets a must on Windows 10, and that is a no-go.
A few points here,
First, DX11.3 is ok to use on Win 7, 8 and 10. The mention of using DX11.3 is that it would be able to apply on all of those operating systems. DX12 is Win 10 only. The differences between DX11.3 and DX12 are minor. With the exception of āRay Tracingā (still under development). Very cool feature but āoverkillā for BMS IMO. Tessalation is a big leap forward for what BMS could utilize for GFX in sim. Such as fragments and shock waves can be procedurally created. Nice effects! Many other features to utilize with DX11.3 if the team goes that route. And, your right. API is an API. It is what you can do with it that makes the magic happen. So, donāt know where the eventual trail will lead, but I am sure it will lead to a fantastic place!
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I Registered to that Reddit and replied LOL
I spent 5 minutes there ā¦ It looks like these guys are in the Pub after 10 beers and there is no pretty dancer there. LOL :director::hat::argue::fencing::loco:
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must to do the same after briefly readingā¦.glogloglo
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Yeap itās a mad house there. Things you read are unbelievable.
The fan part is the guy went there like Mama spank them they donāt play with me. And the topic members are bashing him also. [emoji38] poor guy.Ī£ĻĪ¬Ī»ĪøĪ·ĪŗĪµ Ī±ĻĻ ĻĪæ MI 5 Ī¼ĪæĻ ĻĻĪ·ĻĪ¹Ī¼ĪæĻĪæĪ¹ĻĪ½ĻĪ±Ļ Tapatalk
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some idea for the clouds:
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I had to laugh at the guy arguing with Mav-JP, saying he couldnt possibly know whether the BMS FM is accurate or made upā¦.
That reminds me of trying to educate the keyboard warriors on here about, you know, REAL LIFE harriers, and they tried to tell me how they work. HAHA HAHA!!! Go go gadget keyboard.
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some idea for the clouds:
cool, but how plausible is to code that into bms using dx9? Deejay, RedDog, May you please enlighten me?
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A few points here,
First, DX11.3 is ok to use on Win 7, 8 and 10. The mention of using DX11.3 is that it would be able to apply on all of those operating systems. DX12 is Win 10 only. The differences between DX11.3 and DX12 are minor. With the exception of āRay Tracingā (still under development). Very cool feature but āoverkillā for BMS IMO. Tessalation is a big leap forward for what BMS could utilize for GFX in sim. Such as fragments and shock waves can be procedurally created. Nice effects! Many other features to utilize with DX11.3 if the team goes that route. And, your right. API is an API. It is what you can do with it that makes the magic happen. So, donāt know where the eventual trail will lead, but I am sure it will lead to a fantastic place!
Hey,
Maybe there is a āresolution problemā here regarding the DX APIs
DX11 compared to DX9 include new features that the most important I know are:
HW Tessellation
Texture arrays
HW instancing
Geometry shader
Larger texture resolution support (Up to 16K textures supported by the API)
Larget textures slots can be used for a single draw call (Up to 128)DX11 is available from Win7 and possibly even lower windows versions, but it doesnāt really matter as no one really cares about before Win7.
DX11.2 - Supported from Win8.1 and up and include 1 important feature (There are more but less important IMHO)
Tiled Resources Tier1 supportDX11.3 - Supported from Win10 and include 1 important feature (There are more but less relevant IMHO)
Tiled Resources Tier2 supportThat is what I mean. For me DX11 is the key to the most important features, Tiled Resources are a bonus but not that critical, apparently.
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some idea for the clouds:
There are ~Zillion samples of many many features everywhere. Stuff related to UE4/Unity or other 3rd party engines cannot be used in BMS as we canāt depend on any 3rd party engine.
Also when looking at cool features implemented in samples and even in other flights sims, you need to remember the following:
- Some features are out of reach for a team of our scale, at least if we expect to see something ready in this lifetime. For example M$ AI 2D to 3D conversion.
- Some samples may be way too heavy to implement in a full live game engine.
- Eventually in a flight sim things need to be backed by physics. Some samples (E.g fractal terrains) may look stunning and infinitely detailed, but creating physics and collision detection on it may be impractical.
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Hey,
Maybe there is a āresolution problemā here regarding the DX APIs
DX11 compared to DX9 include new features that the most important I know are:
HW Tessellation
Texture arrays
HW instancing
Geometry shader
Larger texture resolution support (Up to 16K textures supported by the API)
Larget textures slots can be used for a single draw call (Up to 128)DX11 is available from Win7 and possibly even lower windows versions, but it doesnāt really matter as no one really cares about before Win7.
DX11.2 - Supported from Win8.1 and up and include 1 important feature (There are more but less important IMHO)
Tiled Resources Tier1 supportDX11.3 - Supported from Win10 and include 1 important feature (There are more but less relevant IMHO)
Tiled Resources Tier2 supportThat is what I mean. For me DX11 is the key to the most important features, Tiled Resources are a bonus but not that critical, apparently.
AFAIK, DX 11.3 is supported by Vista, Win 7, 8 and 10. It was the last DX 11 release before DX 12. The initial release of Win 10 came with DX 11.3 Again, AFAIK any DX 11 version can run on Vista, 7, 8 and 10 (been reading on DX 11, all releases). It is DX 12 that requires Win 10. However, the āray tracingā is something to beholdā¦
https://www.digitaltrends.com/computing/what-is-ray-tracing/
Check out the vid. Very cool light effects off reflections.
I totaly agree with DX 11 (which ever version is used). I do think the 11.3 will run on Win 7 (or Vista) and up. It was released as a precursor to DX 12 as DX 12 was not ready by the time Windows 10 was released.
And yes! A lot of tools that are far more adaptive to a flight sim are there. The API is just an API. But with an expanded instruction set (like DX 11) then the magic will be there. Even close if not the same as FS 2020. I am thinking that any new version of BMS (with DX 11.x) will require multi thread support due to the post processing information the GFX card would need. That is all API. But the ton of GFX info during pre process would need a dedicated core. Unless you write all that code (API) only to have the sim crawl lick a slug. Dual core or greater would be needed. That is something Boxer does not like to hear. But, that is the future. Before BMS even reaches the level of writing a DX 11.x script for the GFX engine, the main code platform would have to be sepperated (at least for the GFX side) and shunted to the other core. But in doing this, the overhead would open up big time (at least it should). The more multi threading BMS can take advantage of, the better the overhead (FPS if you will) the sim will get.
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ā¦ update!
Maybe Windows 7 is getting DX 12ā¦.
https://www.digitaltrends.com/computing/ray-tracing-directx-12-windows-7-support-microsoft/
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Some stuff here isnāt clear. I know this Win7 gets DX12 thing, but it doesnāt seem true for DX11/11.x
Also I can swear that I read somewhere that 11.3 is for Win10 only, just canāt find it ATM.
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Some stuff here isnāt clear. I know this Win7 gets DX12 thing, but it doesnāt seem true for DX11/11.x
Also I can swear that I read somewhere that 11.3 is for Win10 only, just canāt find it ATM.
Yeah, itās possible, but from what I have seen, Windows 7 has DX 11. DX 11.1, 11.2, 11.3 and 11.4 were updates to DX 11. But as they updated, they could have left Windows 7 behind and not update there API for it. Donāt know. But DX 11.1 or 11.2 would be good because of the procedural terrain texturing (Tile Resources). So, even DX 11 itself would be a dramatic improvement.
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So, even DX 11 itself would be a dramatic improvement.
Of course
BTW, I see in your sig you are on Win7? You tried to install 11.3 and it worked? I mean, you know if you can?