H.A.W.X. 2 has been optimized for DX11 enabled GPUs and has a number of enhancements to not only improve performance with DX11 enabled GPUs but also greatly improve the visual experience while taking to the skies.
Level maps are 128 Km per dimension creating a level area of 16384 Km².
All of the terrain in this area is rendered using a powerful tessellation implementation.
The game uses a hardware terrain tessellation method that allows a high number of detailed triangles to be rendered entirely on the GPU when near the terrain in question. This allows for a very low memory footprint and relies on the GPU power alone to expand the low res data to highly realistic detail.
Quad patches with multiple displacement maps aim to render 6-pixel-wide triangles typically creating 1.5 Million triangles per frame not including planes, trees, and buildings!
The game uses bi-cubic height filtering and fractal noise to give realistic detail at this grand scale. The wavelength and amplitude of the fractal noise is carefully tuned for maximum realism on each level working with the complex tessellation shaders to ensure highest level detail without cracks in the terrain surface.
More info to come closer to the game’s release on PC.






















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