The State of DirectX 10 - Image Quality & Performance
While World in Conflict explores an interesting plot and rather unique setting, its real claim to fame are its fast-paced tactical gameplay and steller graphics. Company of Heroes may have been considered the best looking strategy game when it was released last year, but World in Conflict is definitely the best looking strategy game to date. WiC incorporates many advanced graphical effects and as long as you don't zoom in all the way, it looks absolutely spectacular. Most important to us, the game also features DirectX 10 support and it incorporates a lot of DX10 features.
World in Conflict boasts three main image quality enhancements that are exclusive to DX10 and an additional functional difference. The three primary DX10 exclusive image quality effects are the addition of soft particles, cloud shadows, and volumetric lighting. We also noticed slight differences in the way shadows are rendered. We'll get to the image quality enhancements in a moment.
On a DX10 compatible rig, World in Conflict enables enhanced dual-screen support which is unavailable in DX9. World in Conflict has a 'Mega-map' screen that displays the entire battlefield on-screen, in real-time, in a map-like style reminiscent of a satellite image. The mega-map also displays tactical data overlayed on the terrain such as unit types, unit positions, line-of-sight and terrain features. Commands can also be issued from the mega-map so the game can also be played from this view. Enhanced dual-screen support in DX10 mode allows the player to play the game on one of the screens while the Mega-map is exclusively displayed on the second screen.
Moving on to image quality differences, we'll start with soft particles. When particle effects intersect with geometry in World in Conflict's DX9 mode, the particle effect intersects in a hard line and appears to be comprised of stacked 2D planes. Just like in Bioshock, when DX10 is enabled in World in Conflict, particle effects are softer and intersection points with geometry don't result in visible lines of intersection, giving a more realistic effect overall. Additionally, soft particles in World in Conflict also exist in-game, which means that particles are effected by other in-game objects. For example, in DX9, if a helicopter flew through a plume of smoke, it would simply go directly through the smoke effect. That same scenario would play out much more realistically in DX10 since soft particles would be effected by the presence of the helicopter, resulting in the smoke being dispersed by the helicopter's passing. In the image below, you can see the difference between particle effects in DX9 and soft particles in DX10.
Another image quality enhancement offered by DX10 rendering in World in Conflict is volumetric lighting. World in Conflict features the best volumetric lighting effects in any strategy game and they easily rival the lighting effects of many first-person games. The volumetric lighting effects are quite spectacular as you can see in the images below, however they are not limited to sunlight. While it is much harder to notice since the effect is fleeting, volumetric effects can also be found in explosions. We found volumetric lighting in World in Conflict to be quite noticable and pleasant to look at . You can also see the effect of cloud shadows in the image below. Note that the cloud shadow effect is much more pronounced when in motion like it would be in-game.
Image Quality Impressions
The most noticable DX10 image quality enhancement is definitely volumetric lighting, unfortunetaly volumetric lighting is rarely encountered if you prefer to play the game from a traditional top-down view, where you're zoomed out and looking at the ground. With this view point, it's also more difficult to appreciate soft particles since your zoomed out far enough not to notice how ugly particles effects can be in DX9.
However, one huge advantage of using World in Conflict with DX10 enabled is the dedicated mega-map screen with a dual-screen setup. While the necessity of having two screens makes this feature quite prohibative, we found it to be extremely useful. The information available through the mega-map is extremely valuable and being able to see it at a glance without having to leave the main in-game view can make all the difference. Another side effect of having a dedicated mega-map screen is that you can afford to be zoomed in more on your main screen and therefore appreciate the graphics more since you'll still be able to get quick tactical information from the mega-map.
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