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  1. #41
    MSgt. Shooter Person
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    Gamertag: NasalBaton

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    Ahhhh poop. Installing the drivers won't help then?

  2. #42
    Palace Guard
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    Nope its hardware not software based.

  3. #43
    MSgt. Shooter Person
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    Nov 2007
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    440

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    You need a Quadro 600 (not FX) or newer for DirectX 11 support if Quadro is your thing.

  4. #44
    MSgt. Shooter Person
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    Gamertag: NasalBaton

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    Cool beans guys. Thanks for the lesson. I think my computer at home has a capable card. Perhaps I'll do up all that fancy pants dx11 jaz there. Thanks again

  5. #45

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    Quote Originally Posted by DK2007 View Post
    I have some problems with the SceneCaptureCubeMapActor:
    With DX9 it's working just fine:


    But when I use DX11 it's working strange like a weird SceneCapture2DActor which captures only the NegZ-Axis, but it still generates a CubeMap which also causes the Materials using this TextureCube to look not correct.


    Specs:
    OS: Windows 7 SP1 64-bit
    Graphics Card: Gigabyte GeForce GTX 460 OC (DriverVersion: 8.17.12.6658)
    CPU: Intel Core 2 Quad CPU Q8400 @ 2.66GHz
    RAM: 8GB [4 x 2GB] OCZ DDR2-800
    UDK Mode: DirectX 11
    Our team have the same problem. We use this videcards:
    * NVIDIA GeForce 470
    * NVIDIA GeForce 570
    DX9 mode works just fine, but DX11 mode have the same issue, that was mentioned above =(

  6. #46

    Default

    having the same issues too. cube maps are messed up in directx 11. tried both the June and May release.

    dx9



    dx11



    -edit-
    i7 870
    8gb
    6850 1GB (literally just bought it 2 days ago to run the new dx11 features.....)
    Last edited by kyle.rau; 07-22-2011 at 09:23 PM.

  7. #47

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    Hey Flak, I know you guys are probably busy at EPIC GAMES with Gears 3 but if you get time please fix the SceneCaptureCubeMapActor in DirectX 11.

    I am having the same issue as these guys with "SceneCaptureCubeMapActor" when DirectX 11 is enabled, I had this issue since the March version when you added Dx11 support and now its nearly time for September version I thought I would remind you about SceneCaptureCubeMapActor in DireccX 11 mode, maybe you can get it fixed in time.
    I was beginning to think I am doing something wrong :P

    Do I need to post my specs? -meh seeing as everyone else has posted it why not,
    win7 ult 64-bit
    i7 980x
    18gb ddr3 ram
    2x 480 GTX sli

  8. #48
    MSgt. Shooter Person
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    Mar 2011
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    Portsmouth, UK
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    Gamertag: SirCalalot PSN ID: DrSinistor Wii Code: 3168-7842-3692-4867

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    Quote Originally Posted by 16bit View Post
    I just got this error

    error X3000: unrecognized identifier 'FvertexFactoryInterpolantsVSToDS'

    When I added a simple vector 2 to the tessellation factor and turned on tessellation.
    My texture was replaced with the default blue and gray checker material.

    how did this happen? It works fine on every other material except my main shader material.

    -edit-
    Oddly enough I can copy paste the thing into a new material and it works.

    -edit-
    Do you think being a parent material has something to do with it.
    I found that I had this problem when the material was applied to a SpeedTree.

    As soon as I take a DX11 Tessellation material - such as some nice bark - and apply it to a SpeedTree actor, it just doesn't want to play - so I'm using BumpOffset for those actors :\

  9. #49
    MSgt. Shooter Person
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    Jun 2011
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    When creating a material and switching the "D3D11Tessellation Mode" property to either MTM_FlatTesselation or MTM_PNTriangles. The whole material becomes full of flashing triangles.


  10. #50
    MSgt. Shooter Person
    Join Date
    Oct 2011
    Location
    Nashville, TN
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    Im having some crazy issues with DX11..

    MY Computer:

    Intel Core i7 2600k 4ghz
    8gb Ballistix Ram 1866
    Fatal1ty p67 pro mobo
    2x nvidia GTX 550 ti SLI
    (YAY! graduation present)

    UDK: January 2012

    Ill gather some screenshots later but I came across this forum while at work so...

    One issue I have is in the foliage demo map and the night and day map -
    While in the map everywhere there would be specular lighting (at a distance - over 500 units or so) the specular goes wild and it looks like white noise from the TV except its exceptionally bright. And I mean bright! But its only where the specular would be. Switching to DX9 makes it go away and it renders normally. I thought it was my SLI at first but it is definitely the DX.

    I also have the same issue with the wire-frames.

    I also have an issue when using the rocket launcher, the rockets are gone! But the flame trail is there and it explodes, this is also seen in the (cant remember the name of the big airship) You cant see the rockets it fires, but you can see the trails and the explosions. When shooting at the vehicles (all) they don't explode. As long as I am shooting at them (with the link gun) they will just have the red damage indicator, when I let off the button they just disappear, then re-spawn.

    Lastly, ammo counts don't decrease while firing in DX11 mode. I can fire the link gun indefinitely... Why would DX11 effect this?

    Thank you!
    Terry
    Game Design Student - Full Sail University

  11. #51
    MSgt. Shooter Person
    Join Date
    Feb 2010
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    67

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    can we have an update on the scene capture cube map actor problem under DX11, it has been some time that DX11 has been out and not even a mention to if it is going to be fixed or not.

    it would be nice to have a time frame to when it would be fix but all I am after in confirmation that epic is aware of the issue and if they plan to fix it?

    I am trying to create a real time reflection on a moving car, from what I understand of the DX11 image based reflection, it is not possible to get a moving reflection actor to move with a car?

    specs:

    GTX 570
    quad core 2 extreme @ 3Ghz
    8GB DDR3

    UDK 11/11 (testing 01/12 now though I have read that it doesnt work in this one either)

    Edit*
    confirmation that it is not working in 01/2012 (latest current build)
    Last edited by Scott_J; 02-20-2012 at 11:38 PM.

  12. #52
    MSgt. Shooter Person
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    Nashville, TN
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    You don't need directx 11 to do real time reflections. They are hard to do in UDK without it, but its possible.

    maybe you can fake it?
    Last edited by Nickadimos; 02-21-2012 at 11:29 AM.
    Game Design Student - Full Sail University

  13. #53
    MSgt. Shooter Person
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    Mar 2012
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    Quote Originally Posted by ffejnosliw View Post
    It's a bug that is being fixed. We apologize for the inconvenience.

    im having trouble with DX11 the shadowing is very off....all it shows is a buch of pixelated shadows everywhere..... Ive been looking for a fix for 3 months and still nothing....either im the only person thats having the problem or im really blind at whats going on..... I have a HD radeon Graphics card 5750, windows 7, DX11 enabled


 
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