Ahhhh poop. Installing the drivers won't help then?
Ahhhh poop. Installing the drivers won't help then?
Nope its hardware not software based.
FREELANCER PROGRAMMER/ARTIST OPEN FOR HIRE
Tutorial :
Vaulting Using Actors
Widescreen Hotfix (Canvas)
Scene Contrast PostProcess
Creating Menus/Buttons Using Canvas
RPG Inventory Abstract
Ocean Waves using World Position Offset
Sniper Lens Effect
Packs/Downloads :
BallGame Starter Pack
Zombies Demo/Source Code
Please do not PM me with questions. I am very busy and questions are better off left to the forums. Thank You
You need a Quadro 600 (not FX) or newer for DirectX 11 support if Quadro is your thing.
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![]()
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.
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
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.
![]()
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
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.
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
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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