

The palm trees, shrubbery, and grass create the feeling of tropical jungle more so than any other game we've come across. Crytek took plant matter to a new realm-a botanist would have a field day in Crysis. The beaches, sky, and rocks all have a gritty, real-earth feel to them. It wouldn't be an exaggeration to claim that the environments in Crysis come mighty close to photo-realistic. We also took some in-game benchmarks to see how the frame rates compare in DirectX 9 and DirectX 10. Crytek released the single-player demo late last week, and we set up a few test systems to see just how the game looks under Windows Vista compared to Windows XP. Crytek has tortured us for years with screenshots and short hands-on experiences showing off the game's wide-open world, with picturesque tropical battlegrounds, perfect for sipping Mai Tais or peppering random bad guys with automatic rifle fire. Why do all the different _SamplerType_s exist and when would you use, say, sampler or sampler2D instead of sampler_state? You need to be explicit when fetching anyhow, e.g.By: Sarju Shah Posted on November 1, 2007Ĭrysis, the poster child for modern PC gaming and DirectX 10, will arrive shortly. A quick example from BasicHLSL (DX9): sampler MeshTextureSampler = Virtually all the code I see uses sampler_state for SamplerType.

I get the feeling that contrary to this writeup, SamplerState is DX10 only.


The sampler type, which is one of the following: sampler, sampler1D, sampler2D, sampler3D, samplerCUBE, sampler_state, SamplerState.ĭifferences between Direct3D 9 and Direct3D 10:ĭirect3D 10 supports one additional sampler type: SamplerComparisonState. What's worse is they try to cover DX9 and DX10 in a single article, so they jumble together all the keywords: I'm working with DX9/SM3 at the moment, and the MSDN documentation on HLSL samplers seems to be sorely lacking in explaining how to use the different sampler types.
