Re: All Graphics Cards related queries here.
^^
You telling me that there is hardly any significant image quality difference between Dx9 vs. Dx11. It causes quite a bit of depth and angular adjustments. Not saying your friend was lying, but it depends on resolution and attention to detail.
The reason Crysis is still the best champion (and runner up) in the graphics department because the engine renders everything in real time. Plus way back when launched it had occlusion mapping and DoF, RToD built in in.
Check out the difference here. Polygon count goes up vastly when rendered on Dx11.
I was talking about metro 2033, not dirt 2, my issue with dx11 is mostly with tessellation, and it may look good on still screenshots as you are focusing on a particular image for a long time but in game when screens are rendered at say 30fps you see absolutely minimal visual difference, I can guarantee you that if you play metro on DX11 and DX9(or 10) you won't see any benifits from tessellation, maybe a little IQ difference due to AO(ambient occlusion).
If you look at the images in your link you'll see that in dirt 2 the dx9 shots are a bit blurred out, that's due to ao, not tessellation, tess was originally designed to improve the performance on console games, not increase quality.
A recent example is lost planet 2, it uses tess for water but the water quality nowhere matches that of crysis, direct3d 9 was a massive increment for the directx api but direct3d 10 and 11 are just minimum upgrades, we are done with image quality improvements, rasterization has met its end, unless real time ray tracing comes iq will not improve.
And you said dx11 increases angular adjustments and depth, it was already available for dx9 and 10, 11 does not add any new feature that increases those features.
Now I won't argue about this anymore but here I have an excellent article related to the USEFULNESS of DirectX 11:
The State of DirectX 11 - Image Quality & Performance - HotHardware
If you want a quick rundown of the article:
In terms of image quality, the new effects and graphical tricks we saw with DX11 added some extra realism not available in DirectX 9. Effects like screen-space ambient occlusion, depth of field, and tessellation really brought the graphics up a notch, adding extra atmosphere and realism to games like Aliens vs Predator, Bad Company 2 and Dirt 2. However, these effects were generally quite subtle and are nothing as dramatic as the image quality changes brought on by DirectX 8 or 9 in the past, which both offered major milestones in shader technology. It's also worth noting that, except for tessellation, these effects are all technically possible without DirectX 11 and compute shaders, as proven by Crysis.
DirectX 11's hardware tessellation and DirectCompute API have great potential, but currently they're being used to implement effects we've seen before since Crysis was introduced. While that certainly doesn't sound very impressive, keep in mind that although the graphical effects are nothing new, DirectCompute now makes them much more efficient
PS: SSAO which is touted as a DX11 feature was used by crysis with dx9, so its old tech, dx11 makes the coding easier. DX11 is all about efficiency and not image quality, sadly developers are screwing this up, all DX11 games till date(except BFBC2) have their performance lowered(metro 2033) when run in dx11, that's NOT supposed to happen.