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DirectX 10: the Good, the Bad, and the Pretty

Author Edward Chester
Published 23rd Aug 2007
DirectX 10: the Good, the Bad, and the Pretty
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When Lost Planet: Extreme Condition first arrived in our office it brought the place to a standstill, so impressed were we at its visuals. Incredible snow, explosion, and lighting effects combined to create a truly awe inspiring spectacle. The fact the gameplay has since proved to be considerably less impressive doesn't change the fact this is a great example of just what computer graphics can do.

Of course, what's really important is what is different between the DX9 and DX10 versions of the game, or at least you would think. In fact there is very little to tell the two versions apart and the majority of Capcom's time was simply spent trying to optimise performance for DX10 rather than adding new features. There are a few minor changes that have made their way in, though.

One apparent addition is an improved lighting model, though to ours ours there was a spectacular lack of difference to the DX9 version. A special soft shadow mode is also available under DX10 but the performance hit from enabling this was so massive we didn't use it at all. Apart from these minor tweaks the only noticeable difference is the way snow is rendered with the DX9 version lacking the depth and realism of the DX10 model. This is something that's near impossible to convey in still life though, you only notice it in motion.

Spot the difference? No, neither can we.




Lost Planet: Extreme Condition DirectX 9




Lost Planet: Extreme Condition DirectX 10


 

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