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	<title>Comments on: iRacing Indianapolis &#8211; Reality Check Gallery</title>
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	<item>
		<title>By: hoboracer</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-31016</link>
		<dc:creator>hoboracer</dc:creator>
		<pubDate>Wed, 11 Nov 2009 18:45:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-31016</guid>
		<description>I wish iracing would scan some hotwheels cars and a toilet bowl. Then I could finally race a hotwheels car around the inside of a toilet bowl.</description>
		<content:encoded><![CDATA[<p>I wish iracing would scan some hotwheels cars and a toilet bowl. Then I could finally race a hotwheels car around the inside of a toilet bowl.</p>
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	<item>
		<title>By: Quint</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30935</link>
		<dc:creator>Quint</dc:creator>
		<pubDate>Mon, 09 Nov 2009 22:11:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30935</guid>
		<description>plus 

&quot;Our track surface shaders are very lame right now. :)  The only objects with shaders doing anything complicated are the cars. &quot;</description>
		<content:encoded><![CDATA[<p>plus </p>
<p>&#8220;Our track surface shaders are very lame right now. :)  The only objects with shaders doing anything complicated are the cars. &#8220;</p>
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	<item>
		<title>By: Quint</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30934</link>
		<dc:creator>Quint</dc:creator>
		<pubDate>Mon, 09 Nov 2009 22:09:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30934</guid>
		<description>&lt;blockquote cite=&quot;comment-30904&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30904&quot; rel=&quot;nofollow&quot;&gt;carbonfibre&lt;/a&gt;&lt;/strong&gt;: But you can clearly see from the photos that the colours in-game are not accurate.  The camera never lies but our brains frequently do, that’s common knowledge.I’d rather trust a computer for reliable visual information.
&lt;/blockquote&gt;

I agree its still a bit too bright in Iracing. It seems better when driving than the replays though, dont know why, probably dont have time to notice :)

Iracing have acknowledged colour balance recently in the forum via Shawn Nash.
Hopefully some updates in the near future

&quot;We do have some ambient occlusion. Mostly just on the cars though.

There is an issue with contrast and color balance. We&#039;re working on graphics updates that deal with that, and true HDR lighting, DOF blurr, etc. We&#039;ve had higher priorities right now, but all of that stuff is on our todo list. I&#039;ve been able to play around with the contrast and color balance and it makes a huge difference. 
&quot;</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30904">
<p><strong><a href="#comment-30904" rel="nofollow">carbonfibre</a></strong>: But you can clearly see from the photos that the colours in-game are not accurate.  The camera never lies but our brains frequently do, that’s common knowledge.I’d rather trust a computer for reliable visual information.
</p></blockquote>
<p>I agree its still a bit too bright in Iracing. It seems better when driving than the replays though, dont know why, probably dont have time to notice :)</p>
<p>Iracing have acknowledged colour balance recently in the forum via Shawn Nash.<br />
Hopefully some updates in the near future</p>
<p>&#8220;We do have some ambient occlusion. Mostly just on the cars though.</p>
<p>There is an issue with contrast and color balance. We&#8217;re working on graphics updates that deal with that, and true HDR lighting, DOF blurr, etc. We&#8217;ve had higher priorities right now, but all of that stuff is on our todo list. I&#8217;ve been able to play around with the contrast and color balance and it makes a huge difference.<br />
&#8220;</p>
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	<item>
		<title>By: TehFuzzi0n</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30915</link>
		<dc:creator>TehFuzzi0n</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:53:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30915</guid>
		<description>&lt;blockquote cite=&quot;comment-30913&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30913&quot; rel=&quot;nofollow&quot;&gt;ScHiRoCk&lt;/a&gt;&lt;/strong&gt;: Is there a demo to try out? Because i like what im reading, but im not going to buy itbefore i can test it! That’s just plain stupid imo.

&lt;/blockquote&gt;

You can get a free month from Radical still I think, should be on their website somewhere.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30913">
<p><strong><a href="#comment-30913" rel="nofollow">ScHiRoCk</a></strong>: Is there a demo to try out? Because i like what im reading, but im not going to buy itbefore i can test it! That’s just plain stupid imo.</p>
</blockquote>
<p>You can get a free month from Radical still I think, should be on their website somewhere.</p>
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	<item>
		<title>By: SgtH3nry3</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30914</link>
		<dc:creator>SgtH3nry3</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:33:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30914</guid>
		<description>&lt;blockquote cite=&quot;comment-30898&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-30898&quot; rel=&quot;nofollow&quot;&gt;free2game365&lt;/a&gt;&lt;/strong&gt;: 
Good point, I just don’t know how well it would work in an actual rendering situation for all of that scaling, how much of an extra load it would put on the GPU and CPU just processing how much you’d need to do it for something as complex as car models and in a situation where they have to change LOD a lot. Honestly though I don’t see with the development path they’re going down we’re even going to see HDR anytime soon. Let alone DX10/DX11 stuff. The GPU processing stuff is a great idea though, it could allow people to host their own 100+ car servers in the future.&lt;/blockquote&gt;According to the DirectX 11 specification, a hardware tessellator is used for tessellation.
Since the HD 2k series, AMD/ATI use dedicated tessellators, the new nVidia Fermi however does tessellation on the stream processors.

On AMD/ATI cards tessellation will increase performance as there is no need for resource-hogging bump mapping/normal mapping and multiple LODs.
In these cases there are only 2 LODs (maybe even just one), detail changes between them are fully offloaded to the tessellator.

This way both the CPU and GPU don&#039;t have to do memory intensive operations.
I think this is particularly interesting for race simulators (having many LODs, incl. interior, mirrors, etc) and flight simulators (long renderdistances).
HDR rendering however takes alot of stream processor power as it is a floating point operation written in shaders.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30898"><p>
<strong><a href="#comment-30898" rel="nofollow">free2game365</a></strong>:<br />
Good point, I just don’t know how well it would work in an actual rendering situation for all of that scaling, how much of an extra load it would put on the GPU and CPU just processing how much you’d need to do it for something as complex as car models and in a situation where they have to change LOD a lot. Honestly though I don’t see with the development path they’re going down we’re even going to see HDR anytime soon. Let alone DX10/DX11 stuff. The GPU processing stuff is a great idea though, it could allow people to host their own 100+ car servers in the future.</p></blockquote>
<p>According to the DirectX 11 specification, a hardware tessellator is used for tessellation.<br />
Since the HD 2k series, AMD/ATI use dedicated tessellators, the new nVidia Fermi however does tessellation on the stream processors.</p>
<p>On AMD/ATI cards tessellation will increase performance as there is no need for resource-hogging bump mapping/normal mapping and multiple LODs.<br />
In these cases there are only 2 LODs (maybe even just one), detail changes between them are fully offloaded to the tessellator.</p>
<p>This way both the CPU and GPU don&#8217;t have to do memory intensive operations.<br />
I think this is particularly interesting for race simulators (having many LODs, incl. interior, mirrors, etc) and flight simulators (long renderdistances).<br />
HDR rendering however takes alot of stream processor power as it is a floating point operation written in shaders.</p>
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		<title>By: ScHiRoCk</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30913</link>
		<dc:creator>ScHiRoCk</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30913</guid>
		<description>Is there a demo to try out? Because i like what im reading, but im not going to buy it  before i can test it! That&#039;s just plain stupid imo.</description>
		<content:encoded><![CDATA[<p>Is there a demo to try out? Because i like what im reading, but im not going to buy it  before i can test it! That&#8217;s just plain stupid imo.</p>
]]></content:encoded>
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	<item>
		<title>By: gaira</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30911</link>
		<dc:creator>gaira</dc:creator>
		<pubDate>Mon, 09 Nov 2009 16:17:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30911</guid>
		<description>&lt;blockquote cite=&quot;comment-30855&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30855&quot; rel=&quot;nofollow&quot;&gt;6e66o&lt;/a&gt;&lt;/strong&gt;: Awesome reproduction of a (imo) boring Race track.
&lt;/blockquote&gt;

+1111</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30855">
<p><strong><a href="#comment-30855" rel="nofollow">6e66o</a></strong>: Awesome reproduction of a (imo) boring Race track.
</p></blockquote>
<p>+1111</p>
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		<title>By: carbonfibre</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30904</link>
		<dc:creator>carbonfibre</dc:creator>
		<pubDate>Mon, 09 Nov 2009 12:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30904</guid>
		<description>&lt;blockquote cite=&quot;comment-30891&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30891&quot; rel=&quot;nofollow&quot;&gt;Paul Kelly&lt;/a&gt;&lt;/strong&gt;: 
No, other racing games — especially console games — use a color palette that is much too rich and vivid. Playing some of those games is like watching a plasma TV with the color levels set to 100 percent.I’ve been to Indy countless times, and this color palette is spot on.

&lt;/blockquote&gt;

But you can clearly see from the photos that the colours in-game are not accurate.  :weird: 

The camera never lies but our brains frequently do, that&#039;s common knowledge.
I&#039;d rather trust a computer for reliable visual information.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30891">
<p><strong><a href="#comment-30891" rel="nofollow">Paul Kelly</a></strong>:<br />
No, other racing games — especially console games — use a color palette that is much too rich and vivid. Playing some of those games is like watching a plasma TV with the color levels set to 100 percent.I’ve been to Indy countless times, and this color palette is spot on.</p>
</blockquote>
<p>But you can clearly see from the photos that the colours in-game are not accurate.  <img src='http://www.virtualr.net/wp-includes/images/smilies/icon_confused.gif' alt=':weird:' class='wp-smiley' /> </p>
<p>The camera never lies but our brains frequently do, that&#8217;s common knowledge.<br />
I&#8217;d rather trust a computer for reliable visual information.</p>
]]></content:encoded>
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	<item>
		<title>By: fastbikkel</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30902</link>
		<dc:creator>fastbikkel</dc:creator>
		<pubDate>Mon, 09 Nov 2009 12:13:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30902</guid>
		<description>That quality is very very impressive!
I never tried Iracing yet. I might in the future, but im not so happy about making regular costs. Now i could be wrong, but i think Iracing needs a monthly fee.
I don&#039;t particularly like that.</description>
		<content:encoded><![CDATA[<p>That quality is very very impressive!<br />
I never tried Iracing yet. I might in the future, but im not so happy about making regular costs. Now i could be wrong, but i think Iracing needs a monthly fee.<br />
I don&#8217;t particularly like that.</p>
]]></content:encoded>
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	<item>
		<title>By: ForzaBarca88</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30900</link>
		<dc:creator>ForzaBarca88</dc:creator>
		<pubDate>Mon, 09 Nov 2009 11:59:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30900</guid>
		<description>&lt;blockquote cite=&quot;comment-30870&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30870&quot; rel=&quot;nofollow&quot;&gt;carbonfibre&lt;/a&gt;&lt;/strong&gt;: I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.
&lt;/blockquote&gt;

According to the interview Gjon did for Autosimsport he gave the impression it wouldnt be either DX10 or DX11. Anyway, from the screenshots that they&#039;ve released so far it looks pretty certain it will be DX9.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30870">
<p><strong><a href="#comment-30870" rel="nofollow">carbonfibre</a></strong>: I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.
</p></blockquote>
<p>According to the interview Gjon did for Autosimsport he gave the impression it wouldnt be either DX10 or DX11. Anyway, from the screenshots that they&#8217;ve released so far it looks pretty certain it will be DX9.</p>
]]></content:encoded>
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	<item>
		<title>By: free2game365</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30898</link>
		<dc:creator>free2game365</dc:creator>
		<pubDate>Mon, 09 Nov 2009 10:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30898</guid>
		<description>&lt;blockquote cite=&quot;comment-30885&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30885&quot; rel=&quot;nofollow&quot;&gt;SgtH3nry3&lt;/a&gt;&lt;/strong&gt;: @free2game365: Tesselation would actually be beneficial for race sims as it allows the GPU’s stream processors to be used for other things like physics simulation through OpenCL calls.
The dual precision FPU’s could be used for CFD-based aerodynamics for instance.Tessellation removes the nasty LOD problems modders face as it’s dynamically handled by the tessellator.
Bumpmapping, normal mapping, etc requires extra development time to make bump/normal maps.
Also it will improve details with actual geometry rather than making it one greasy blur that decreases both performance aswell as looks.

&lt;/blockquote&gt;

Good point, I just don&#039;t know how well it would work in an actual rendering situation for all of that scaling, how much of an extra load it would put on the GPU and CPU just processing how much you&#039;d need to do it for something as complex as car models and in a situation where they have to change LOD a lot. Honestly though I don&#039;t see with the development path they&#039;re going down we&#039;re even going to see HDR anytime soon. Let alone DX10/DX11 stuff. The GPU processing stuff is a great idea though, it could allow people to host their own 100+ car servers in the future.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30885">
<p><strong><a href="#comment-30885" rel="nofollow">SgtH3nry3</a></strong>: @free2game365: Tesselation would actually be beneficial for race sims as it allows the GPU’s stream processors to be used for other things like physics simulation through OpenCL calls.<br />
The dual precision FPU’s could be used for CFD-based aerodynamics for instance.Tessellation removes the nasty LOD problems modders face as it’s dynamically handled by the tessellator.<br />
Bumpmapping, normal mapping, etc requires extra development time to make bump/normal maps.<br />
Also it will improve details with actual geometry rather than making it one greasy blur that decreases both performance aswell as looks.</p>
</blockquote>
<p>Good point, I just don&#8217;t know how well it would work in an actual rendering situation for all of that scaling, how much of an extra load it would put on the GPU and CPU just processing how much you&#8217;d need to do it for something as complex as car models and in a situation where they have to change LOD a lot. Honestly though I don&#8217;t see with the development path they&#8217;re going down we&#8217;re even going to see HDR anytime soon. Let alone DX10/DX11 stuff. The GPU processing stuff is a great idea though, it could allow people to host their own 100+ car servers in the future.</p>
]]></content:encoded>
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	<item>
		<title>By: Suarez10</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30896</link>
		<dc:creator>Suarez10</dc:creator>
		<pubDate>Mon, 09 Nov 2009 08:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30896</guid>
		<description>&lt;blockquote cite=&quot;comment-30855&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30855&quot; rel=&quot;nofollow&quot;&gt;6e66o&lt;/a&gt;&lt;/strong&gt;: Awesome reproduction of a (imo) boring Race track.

&lt;/blockquote&gt;

That&#039;s what I thought until I tried the Dallara @ IMS. The sense of speed and feel of being there is unbelievable.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30855">
<p><strong><a href="#comment-30855" rel="nofollow">6e66o</a></strong>: Awesome reproduction of a (imo) boring Race track.</p>
</blockquote>
<p>That&#8217;s what I thought until I tried the Dallara @ IMS. The sense of speed and feel of being there is unbelievable.</p>
]]></content:encoded>
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	<item>
		<title>By: Paul Kelly</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30891</link>
		<dc:creator>Paul Kelly</dc:creator>
		<pubDate>Mon, 09 Nov 2009 03:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30891</guid>
		<description>&lt;blockquote cite=&quot;comment-30873&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30873&quot; rel=&quot;nofollow&quot;&gt;DW&lt;/a&gt;&lt;/strong&gt;: The photos do confirm my previous impression that iRacing uses a colour palette which is too washed out.

&lt;/blockquote&gt;

No, other racing games -- especially console games -- use a color palette that is much too rich and vivid. Playing some of those games is like watching a plasma TV with the color levels set to 100 percent.

I&#039;ve been to Indy countless times, and this color palette is spot on.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30873">
<p><strong><a href="#comment-30873" rel="nofollow">DW</a></strong>: The photos do confirm my previous impression that iRacing uses a colour palette which is too washed out.</p>
</blockquote>
<p>No, other racing games &#8212; especially console games &#8212; use a color palette that is much too rich and vivid. Playing some of those games is like watching a plasma TV with the color levels set to 100 percent.</p>
<p>I&#8217;ve been to Indy countless times, and this color palette is spot on.</p>
]]></content:encoded>
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	<item>
		<title>By: SgtH3nry3</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30885</link>
		<dc:creator>SgtH3nry3</dc:creator>
		<pubDate>Sun, 08 Nov 2009 22:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30885</guid>
		<description>@free2game365: Tesselation would actually be beneficial for race sims as it allows the GPU&#039;s stream processors to be used for other things like physics simulation through OpenCL calls.
The dual precision FPU&#039;s could be used for CFD-based aerodynamics for instance.

Tessellation removes the nasty LOD problems modders face as it&#039;s dynamically handled by the tessellator.
Bumpmapping, normal mapping, etc requires extra development time to make bump/normal maps.
Also it will improve details with actual geometry rather than making it one greasy blur that decreases both performance aswell as looks.</description>
		<content:encoded><![CDATA[<p>@free2game365: Tesselation would actually be beneficial for race sims as it allows the GPU&#8217;s stream processors to be used for other things like physics simulation through OpenCL calls.<br />
The dual precision FPU&#8217;s could be used for CFD-based aerodynamics for instance.</p>
<p>Tessellation removes the nasty LOD problems modders face as it&#8217;s dynamically handled by the tessellator.<br />
Bumpmapping, normal mapping, etc requires extra development time to make bump/normal maps.<br />
Also it will improve details with actual geometry rather than making it one greasy blur that decreases both performance aswell as looks.</p>
]]></content:encoded>
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		<title>By: BariCZ</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30876</link>
		<dc:creator>BariCZ</dc:creator>
		<pubDate>Sun, 08 Nov 2009 18:52:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30876</guid>
		<description>Simply awesome</description>
		<content:encoded><![CDATA[<p>Simply awesome</p>
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	<item>
		<title>By: DW</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30873</link>
		<dc:creator>DW</dc:creator>
		<pubDate>Sun, 08 Nov 2009 18:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30873</guid>
		<description>The photos do confirm my previous impression that iRacing uses a colour palette which is too washed out.</description>
		<content:encoded><![CDATA[<p>The photos do confirm my previous impression that iRacing uses a colour palette which is too washed out.</p>
]]></content:encoded>
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		<title>By: free2game365</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30872</link>
		<dc:creator>free2game365</dc:creator>
		<pubDate>Sun, 08 Nov 2009 17:47:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30872</guid>
		<description>&lt;blockquote cite=&quot;comment-30870&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-30870&quot; rel=&quot;nofollow&quot;&gt;carbonfibre&lt;/a&gt;&lt;/strong&gt;: Like most I only know of the basic terminology being introduced with DX11, but is it really likely to assume the tessellation technology just drops into any game engine apart from the first person genres we’ve seen the previews of?I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.

&lt;/blockquote&gt;
Honestly I don&#039;t think tessellation would be a good fit for a racing game, at least not over basic bump mapping for textures, what it does allow is a lot more in the way of programmable shaders with reduced performance, which would allow you to have something like very convincing rain/water effects on the track and anything above DX10 has good multisampling support for anything using a deferred renderer. Which would be a perfect fit for a racing game like this because it would allow you to cram a lot of dynamic lighting into one scene but also allow for use of anti-aliasing. Honestly it&#039;s less about API and just about the implementation of more modern features, you could seriously overhaul the graphics engine for iracing without having to do an API switch, but a switch to deferred lighting and to DX10/11 would be optimal imo. Also an upgrade like that is sure to get them in well with the graphics card companies and sure to help them get promotion too.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-30870">
<p><strong><a href="#comment-30870" rel="nofollow">carbonfibre</a></strong>: Like most I only know of the basic terminology being introduced with DX11, but is it really likely to assume the tessellation technology just drops into any game engine apart from the first person genres we’ve seen the previews of?I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.</p>
</blockquote>
<p>Honestly I don&#8217;t think tessellation would be a good fit for a racing game, at least not over basic bump mapping for textures, what it does allow is a lot more in the way of programmable shaders with reduced performance, which would allow you to have something like very convincing rain/water effects on the track and anything above DX10 has good multisampling support for anything using a deferred renderer. Which would be a perfect fit for a racing game like this because it would allow you to cram a lot of dynamic lighting into one scene but also allow for use of anti-aliasing. Honestly it&#8217;s less about API and just about the implementation of more modern features, you could seriously overhaul the graphics engine for iracing without having to do an API switch, but a switch to deferred lighting and to DX10/11 would be optimal imo. Also an upgrade like that is sure to get them in well with the graphics card companies and sure to help them get promotion too.</p>
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		<title>By: carbonfibre</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30870</link>
		<dc:creator>carbonfibre</dc:creator>
		<pubDate>Sun, 08 Nov 2009 16:59:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30870</guid>
		<description>Like most I only know of the basic terminology being introduced with DX11, but is it really likely to assume the tessellation technology just drops into any game engine apart from the first person genres we&#039;ve seen the previews of?

I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.</description>
		<content:encoded><![CDATA[<p>Like most I only know of the basic terminology being introduced with DX11, but is it really likely to assume the tessellation technology just drops into any game engine apart from the first person genres we&#8217;ve seen the previews of?</p>
<p>I guess we can only start to make realistic predictions on rF2 for example, if Gjon ever reveals what DirectX platform it will use and if iRacing is upgrading to DX11 in the future.</p>
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		<title>By: SgtH3nry3</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30862</link>
		<dc:creator>SgtH3nry3</dc:creator>
		<pubDate>Sun, 08 Nov 2009 15:25:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30862</guid>
		<description>WOW!

Imagine what this could look like with tech like tesselation (round wheels at last!), SSAO, deferred rendering, etc!</description>
		<content:encoded><![CDATA[<p>WOW!</p>
<p>Imagine what this could look like with tech like tesselation (round wheels at last!), SSAO, deferred rendering, etc!</p>
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		<title>By: 6e66o</title>
		<link>http://www.virtualr.net/iracing-indianapolis-reality-check-gallery/comment-page-1#comment-30855</link>
		<dc:creator>6e66o</dc:creator>
		<pubDate>Sun, 08 Nov 2009 12:49:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.virtualr.net/?p=6140#comment-30855</guid>
		<description>Awesome reproduction of a (imo) boring Race track.</description>
		<content:encoded><![CDATA[<p>Awesome reproduction of a (imo) boring Race track.</p>
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