Deus Ex: Human Revolution to support 3D, DirectX 11 and more
by Xav de Matos, May 05, 2011 11:45am PDTSquare Enix has revealed that the PC version of Deus Ex: Human Revolution will feature full DirectX 11 support and a number of other PC-specific features, PC Gamer reports.
The Nixxes Software-developed version of the upcoming franchise "reboot" will work with AMD's Eyefinity, allowing up to five monitors to be used during gameplay.
Five. Monitors.
Users with compatible screens will also be able to play Deus Ex: Human Revolution in 3D. Jurjen Katsman, head of Nixxes, told PC Gamer that in DX11 mode the game will feature tessellation. "This was one of the first features we started making use of with DX11. We mainly used it to improve character silhouettes, but also used it for some other objects in the world," he added.
According to the report, Nixxes has significantly rewritten the game engine to take advantage of the extra processing power offered on PC. Eidos claims that a dual core setup, for example, can offer "up to a 70% increase" in speeds.
Eidos Montreal director of technology, Julien Bouvrais says that the addition of DX11 and AMD-specific features were items they wanted to make sure added something to the game and not simply "tacked on without real purpose."
A lot of details from the PC version have been revealed this week, including the game's specs and first PC-specific screenshots. Deus Ex: Human Revolution launches on the PC from Nixxes Software and on the Xbox 360 and PS3 from Eidos Montreal on August 23.
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Square Enix and Nixxes Software have announced that the PC version of Deus Ex: Human Revolution will feature dull DirectX 11 support, AMD Eyefinity features, and 3D.
Square Enix and Nixxes Software have announced that the PC version of Deus Ex: Human Revolution will feature dull DirectX 11 support, AMD Eyefinity features, and 3D. : Shacknews
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As for consolization, that term is being thrown all over the place with different meanings that often get confused, myself included. It can either mean "dumbed down", which usually means the removal of features that were perhaps present in previous versions of the game, was designed initially for a console, then rapidly ported to a PC with no optimization for either graphics or controls. This results in even a powerhouse of a PC, which has hardware credentials that 'should' be upwards of 5-20 times faster than a console with current generation hardware, to running horribly since the software for the game was optimized for a very specific design of hardware. Think about it like this. You're a human, and you need to run a mile to get to your destination...no traffic, etc. It takes you 5 minutes to run that mile. Now you've upgraded to a car, but because it's not optimized (has no gas), you have to push your car the whole mile, which takes you 3 hours. If your car was optimized, you could have traveled that mile in 20 seconds. The unoptimized controls results in significant input lag due to mouse movements being interpreted through the eyes of a "joystick" like that on console controllers. This results in the feeling of not having precision, lag, and feels very tacky since all optimized games, or when you're simply moving your mouse around in circles on your screen while browsing Shacknews results in near instantaneous response, give or take a millisecond or so depending on whether you're using a wired or wireless mouse. Now, if anyone asks, for example, why most PC gamers disliked Halo for the PC, the primary reason isn't necessarily that it wasn't a fun game, but that it was unoptimized for both the hardware, and the controls, making even very fast computers play the game terribly, and the controls feeling "unnatural."
The other "type" of consolization, which is actually a good thing, is called "streamlining". This process simply benefits all users by making everything more accessible, but is not connected with the removal of features or complexity.
This is probably my most civil post on consolization, so take pictures :) ...I'm usually hot headed when "discussing" this.
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