Company Of Heroes Directx 10 Patch Download

A patch updating Company of Heroes from version 1.60 to 1.61. This hotfix solves issues with Allied halftracks and mines. This patch adds DirectX 10 support,. Company of Heroes DirectX 10 Patch. By Jason Cross. Game you can actually go to a store and buy that will do something special with your DX10 graphics card turns out to be Company of Heroes, an.

Along with the release of the 1.7 patch that adds DirectX 10 support, the developers at Relic posted a useful FAQ describing the changes and what we can expect from DirectX 10. It does a better job of explaining the DX10 changes than we could ever do, so we’ll republish some of it here. If you have a DX10 card and turn on DX10 in the graphics options, this is what you’ll see:

Soft FX Blending

In previous generation games, 2D sprites are often used for explosions. Where these intersect the ground or other objects, it becomes apparent these are simple 2D cards, not real 3D objects. CoH uses multiple render targets to store the depth information to a 2nd texture before rendering our FX. Using this depth information we can properly blend as the intersection approaches to maintain the 3D illusion.

These are always enabled, unless the video card runs out of memory. When doing comparison benchmarking at high resolutions and antialiasing settings, it is important to check the warnings.log for texture creation failures due to running out of memory to see if this feature was silently disabled, which will result in a small performance gain for cards that run out of memory.

Litter Objects

Previous generation games generally have flat terrain with a few objects such as trees or barrels placed on them for variety. CoH advances this by adding small procedurally generated “litter” objects. These are added to all existing levels without requiring any work from map artists by adding objects based on the material type of the terrain. With the Direct3D 10 renderer, users get to have real 3D models of small plants growing in the fields or real 3d models of rocks on the roads instead of just paintings of rocks on flat terrain.

The number of objects is tied to the model quality slider in the graphics options menu and uses the Draw Instanced API.

Short Grass

In addition to having litter objects, areas of the maps where grass is growing will have 3D grass in Direct3D 10. Grass ‘shells’ are drawn over the terrain using the Draw Instanced API so that soldiers will be able to walk on “real” grass instead of a flat painting of grass.

This is enabled in the options menu by selecting the Ultra detail terrain setting.

Company Of Heroes Directx 10 Patch Download

Point Light Shadows

In Direct3D 10 mode all lights can be shadowed. Whether it is a huge explosion, a street light, or even a match lighting a cigarette, the light has the potential to be shadowed.

This is implemented by rendering the entire scene is to all six faces of a cube map for each shadowing light, using a combination of the Draw Instanced API and the Geometry shader. As long as shadows are enabled, this feature is enabled.

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General Improvements

As all the lighting in Direct3D 10 is 100% per pixel, the shadows are more softened, the lighting is more detailed, and there are more shadows. The pixel shaders are up to five times longer than they were in Direct3D 9 mode. Many of these instructions can be skipped in typical day missions with only a few point lights, but night missions will tend to have more point lights, which will require more work to draw the shadow maps and then more work to render the world scene with more active shadow maps.

In Direct3D 9 only the main sun/moon light was normal mapped; the ambient light and other lights were calculated per vertex. This is most noticeable when the object you’re looking at is in a shadow and only ambient light is on it.

Reading through that list, the improvements sound substantial and impressive. In real gameplay, they’re a bit more subtle. The per-pixel lighting and point light shadows are perhaps the most noticeable, but the “litter objects” stand out a bit, too. Don’t expect it to look like you’re playing a whole new game, though. Most of the art assets have remained the same, and the engine and maps were designed with the limitations of the original DX9 code in mind.

In the first example above, we can see that the global lighting (from the right hand side) is the same in both shots. But look at the soldiers standing next to the light near the farmhouse. In the DX9 renderer, they are still only lit by the global light source. In DX10, they are properly lit from the farmhouse light as well, and cast two sets of shadows—one from the light in the sky, one from the farmhouse light. You can see a few small rocks scattered around the ground in the DX10 shot, too. That’s an example of the litter objects mentioned above.

Company Of Heroes Directx 11

Through much of the game, the difference between DX9 and DX10 will be as minor as the screenshot above. The DX10 version has maybe slightly better lighting, but mostly it’s just a few extra rocks scattered around. Continued…

Directx 10 Windows 7

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Directx 11 Download

The DX10 patch for Company of Heroes has been released, bringing to v1.70 this real-time strategy game set in World War II and developed by Relic Entertainment. A playable demo can be found here. NVIDIA ForceWare 158.45 for Windows Vista are recommended for the best performance possible. You can get them here (32-bit) or here (64-bit), depending on the Windows Vista version you are running. Enjoy! Update - a DX9 vs. DX10 trailer also available, as well as the German version of the patch and the changelog

Download: v1.70 English Patch / v1.70 German Patch | 13.15MB
Download: Company of Heroes DX9 vs. DX10 Trailer | 11.31MB
View: Company of Heroes Patch v1.70 Release Notes
News Source: Gamershell