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  • rocket

    nagyúr

    válasz Oliverda #1022 üzenetére

    "IHW: Ever since the launch of 2000 series, we’ve been hearing about tessellation, but up to now, that technology has only been used in a tech demo, while we’re still waiting for games using the tessellation method. Unfortunately, when the demo was actually run, we noticed a major drop in performance when tessellation is on, with just the explanation that the drop is dependent on the implementation, i.e. the quantity of calculations needed for the tessellation process. We had the impression that tessellation will be very important for the visual quality of upcoming games, but that the performance drop wouldn’t be as drastic. Is that possible with the current generation of DirectX 11 GPUs?

    RB: Tessellation is a postprocessing effect which should depend on the implementation, but my technical knowledge on the subject is not on the required level for me to give you a clear answer. It’s a good standard that’s been used on the Xbox 360 for years and will only advance and be more and more used in the future, now that it’s an integral part of DirectX 11."

    Feltettek az arany kerdest, de sajnos egy sablon valasszal elintezte a dolgot. :(
    Az ATi egyengeti a tesszelaciot (anno meg TrueForm-kent kezdte a palyafutasat) es agyon hypeoltak, foleg azota miota a DX11 API resze lett, szoval erdekelt volna most eppen mit gondolnak, hogy ugytunik nem nekik all a zaszlo.
    Azert gratula a kerdezonek, hogy fel merte tenni a kerdest :)

    "A lower resolution generally means that there can be more quality per pixel."

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