Developer Dan Baker explained us how DirectX 11 enhances not only the visual appeal of the new strategy game Sid Meier's Civilization 5 but how its direct compute abilities contribute to the game's performance. Also he explains, how Civ 5 is a little further developed than PCs are.
DirectX 11 offers great performance increases, if developers know how to use the new APIs right. Firaxis, the developing team behind Sid Meier's Civilization 5 spent plenty of time finding out how to really improve gaming experience with tesselation and direct compute 5 in store. In an interview, Dan Baker - Firaxis Games' Graphis Lead - told us in detail, what they did with DirectX 11.
[...]
2) DirectX 11 offers Direct Compute 5 for GGPU calculations. In what way does it allow you to optimize, simplify or speed up the rendering process in your game (e.g. post effects)?
Civilization V uses the Direct Compute Features for a new proprietary variable bit-rate texture compression. Users will notice that on high end DX11 native hardware, the leaders will appear almost instantly, regardless of how many civilizations are present. There will also be no paging-in on the textures in the background as they are loaded since the 2gigabytes of leader textures compress to less then 150mbs altogether. This type of compression was, until recently, considered impossible or impractical, but we believe this is just the tip of the iceberg for what can be done with Direct Compute.
[...]
Read the full article at PC Games Hardware.
Announcement
Collapse
No announcement yet.
What DirectX 11 is good for: Civilization 5 Tech Interview at PC Games Hardware
Collapse
- Created by: Martin Gühmann
- Published: October 1, 2010, 15:43
- 14 comments
X
Collapse
-
What DirectX 11 is good for: Civilization 5 Tech Interview at PC Games Hardware
Posting comments is disabled.
Categories
Collapse
Article Tags
Collapse
- apolyton (33)
- call to power (82)
- call to power 2 (94)
- civilization 1 (22)
- civilization 2 (61)
- civilization 4 (89)
- civilization 4 colinization (12)
- civilization 5 (152)
- civilopedia (14)
- colonization (11)
- column (21)
- gods & kings (11)
- gods and kings (10)
- info (10)
- modification (29)
- multiplayer (17)
- patch (30)
- preview (10)
- review (16)
- smac (55)
- smax (18)
- superguide (13)
- the list (21)
- units (11)
- wonders (13)
Latest Articles
Collapse
-
by OzzyKP<img title="The Ultimate Civilization 5 Strategy Guide" alt="The Ultimate Civilization 5 Strategy Guide" src="http://oneandfour.org/images/Civ/Apolyton/apolytonstrategyguide.jpg"
-
Channel: Strategy-Guide
June 15, 2012, 23:19 -
-
<div style="text-align: justify;">The first thing you'll need to think about when founding new cities is its placement. If there is a group of resources that will fit within a city radius,
-
Channel: Strategy
March 25, 2011, 19:01 -
-
There are 18 civilizations in Civ5 vanilla and 4 additional as downloadable content, each with its own leader and unique unit. In addition, every leader has a semi-unique "personality", consisting of traits that determine their in-game behavior. For example, Elizabeth of the English, a historical naval power, emphasizes a pursuit of naval dominance and the choices she makes reflects this desire. However, in order to prevent leaders from becoming too-predictable, these traits have the potential to be changed slightly and weighted differently before a new game begins, keeping diplomacy fresh. ...
-
Channel: Strategy-Guide
March 25, 2011, 18:47 -
-
...
Contents
Domination Victory
Science Victory
Cultural Victory
Diplomatic Victory
Points Victory
There are five ways to win a game of Civilization 5. It's best to pick a goal from the outset of the game and start working for it from the first turn.
-
Channel: Strategy-Guide
March 5, 2011, 16:40 -
-
...
Contents
Basic Military Strategy
Managing and Conducting a War
Basic Military Units
Basic Military Tactics
Advanced Military Tactics
Aerial Combat
Naval Combat
The Civ 5 AI isn't brilliant, but it's smart enough to tear you apart if you play badly. A victorious player plans both strategy -- the long term goals and methods of a war -- and tactics -- the methods used to achieve these goals. The strategy and tactics used in the different Eras are discussed below.-
Channel: Strategy-Guide
March 5, 2011, 16:37 -
-
...
Contents
Getting Cultured
Intelligent Policy Making and Recommended Policy Paths
Social Policies are special powers you unlock with Culture points. Social Policies are available in ten trees. Most Policies require prerequisite selections to access higher-tier abilities. Some Social Policy trees are locked until certain Eras begin, which means that a player interested in opening up some of the most powerful special abilities must make Research a priority.
-
Channel: Strategy-Guide
March 5, 2011, 16:31 -
There is a backported version of DirectCompute for DX10 cards, but it's more limited. Not sure if Firaxis is using it.