Crysis 2 - DX9 vs DX11 - Realtime Local Reflections Comparison

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
2,012
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Jul 22, 2011

Crysis 2 DirectX11 - Realtime Local Reflections (RLR)
Effective reflections are one of the trickiest effects to pull off in real-time rendering. The most commonly used ones are planar reflections for liquid surfaces and cube map reflections. These old methods use precomputed texture images and are often inaccurate, taking away from the user's immersion. More advanced methods are available, but the gap between the older and tested methods versus the latest and most accurate reflection implementation is quite large in terms of computing demand. In the Crysis 2 DirectX 11 update, CryTek uses Realtime Local Reflections done by approximating ray-traced High Dynamic Range reflections local to specific objects. RLR allows for any curved surface to reflect the nearby surroundings in real time without taking too much of a performance hit on the GPU processing.

  • likes, 2 dislikes

Link to this comment:

Share to:
see all

All Comments (5)

Sign In or Sign Up now to post a comment!
  • dx9 and 11 reflections are the same! reflections aren´t dx11 features.

  • Which is which ?? They look the same. Certainly not enough difference to bother to upload a Youtube video all about it.

  • @CreatormasterF1 What?

  • faggot

  • Wow, cool! How on it?

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more