![]() Tessellation also allows developers to take advantage of hardware tessellation to produce more efficient models. This technology allows developers to create detailed and realistic 3D environments without sacrificing performance. One of the most significant new features is the tessellation technology. New and improved features and capabilitiesĭirectX 11 provides developers and gamers with a wide range of new features and capabilities. By harnessing the power of the latest DirectX-compatible graphics hardware, developers are able to create more immersive and visually stunning experiences. ![]() It's designed to take full advantage of the latest GPU and CPU hardware to maximize the performance of games and multimedia applications. It is used for creating high-end games and other multimedia applications that require the highest level of performance from the graphics hardware. :-)Īlso, logging into all your akas to disagree with other users on here isnt big or clever, just desperate.Offline installer requirement for complex graphics on the latest NVIDIA, AMD and Intel graphics cards.ĭirectX 11 is a version of Microsoft's popular DirectX graphics technology. Nothing like this has ever been available on console. THIS GTX580/DirectX 11 feature 'TRUE' programmable hardware tesselation- as dedicated 'tesselation shader(hull shader).' as i said, 360 and HD2900/SM4.0 cards advance that concept slightly. It hasnt been used in 360 games since roughly last year, 99.9 percent of 360 games do not employ it.įIXED FUNCTION tesselators have been in PC graphics units since 2001. This type of tesselation is as i said, a sort of reverse LOD.ģ) 360 has fixed function tesselation hardware, with limited programmability. This is the aforementioned ''proprietary mesh tessellation/REDUCTION scheme''Ģ) In the instance of hardware tesselation you are trying to compare this to, its all about generating and adding geometry with a programmable tesselator- NOT swapping meshes and reducing it incrementally as with LOD. They state that their LOD system does what LOD has been doing for years, swapping varying meshes out the further away scenery/characters/whatever gets. Its really the next step to that ultimate goal of photorealistic visuals.ġ) They dont. Now pixel shading and texture fillrate are reaching very high levels, the next focus for games has to be improving the ability of a GPU to render a lot of geometry. Certainly use of it on 360 creates other obstacles to work around, its not as flexible as DX11. ![]() No game on 360 had used it either until recently, as its not a magic switch developers can just flip on. Games consoles have not had this hardware ability before 360 came along with its very basic surface tesselator- its absolutely no match to the tesselation ability seen here, a very early feature added to ATI GPUs since the HD2900 series and then included with DX11 spec. ![]() Although this has been possible in software, its been far too costly to bother trying it on the scale seen now, nevermind on console. Tesselation is the opposite of sorts to level of detail, where geometry is actually added the closer you get to an object, sort of a reverse LOD. It has been used as a method for many years in games, as a way to save processing power. For many years level of detail is a method where geometry is REDUCED as an object gets further and further away. Sorry MarkNicholas but you seem to be confusing what is coined as 'LOD' with tesselation here. ProjectVulcan 4584d ago (Edited 4584d ago )
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