DirectX 11 is actually a strict superset of DirectX 10.1, meaning that all of those features are completely encapsulated in and unchanged by DirectX 11. But we'll get in to all that in due time.Īlong with the pipeline changes, we see a whole host of new tweaks and adjustments. These features have gotten a lot of press already, but we feel the key to DirectX 11 adoption (and thus exploitation) is in some of the more subtle elements. Tessellation (made up of the hull shader, tessellator and domain shader) and the Compute Shader are major developments that could go far in assisting developers in closing the gap between reality and unreality. The major changes to the pipeline mark revolutionary steps in graphics hardware and software capabilities. Many under-the-hood enhancements mean higher performance for features available but less used under DX10. She's much cooler than her older brother, and way hotter too. Some of the shortfalls of DirectX 10 have been in operating system support, driver support, time to market issues, and other unfortunate roadblocks that kept developers from making full use of all the cool new features and tools DirectX 10 brought. We all remember him from our G80 launch article back in the day when no one knew how much Vista would really suck. Introducing DirectX 11: The Pipeline and Features
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