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  • NOD

    senior tag

    Na egy kis magyarázat : Well, technically you can support Conservative Depth Output with a driver based emulation, as GeForce support it this way. It's not a problem because the DX11 enable this solution, but the hardware based approach is faster.
    This game just showing some benefit about it, but I didn't see the source code. I just said that Conservative Depth Output is one of the main reason of the performance difference, but not the only one. (driver gond)
    I think most people misunderstood tessellation. You don't able to do micropoligon render with today's GPU. Rasterizing small triangles on a quad pixel pipeline is inefficient. Maybe DX12 improve this.

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