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AMD Demonstrates World’s First Microsoft DirectX 11 Graphics Processor

p3ngwin

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Or leaves, or any oft repeated object in any game.

i think you guys are confusing Geometry TESSELLATION with GEOMETRY INSTANCING.

GEOMETRY INSTANCING From Wikipedia:
"In real-time computer graphics, geometry instancing refers to the practice of rendering multiple copies of the same mesh in a scene at once. This technique is primarily used for objects such as trees, grass, or buildings which can be represented as repeated geometry without appearing unduly repetitive, but may also be used for characters.

Although vertex data is duplicated across all instanced meshes, each instance may have other differentiating parameters (such as color, or skeletal animation pose) changed in order to reduce the appearance of repetition. By factoring out common data between instances to achieve lower memory usage, this technique is an example of the flyweight design pattern
."

Geometry TESSELLATION From ExtremeTech:
The hull shader takes control points for a patch as an input. Note that this is the first appearance of patch-based data used in DirectX. The output of the hull shader essentially tells the tessellator stage how much to tessellate. The tessellator itself is a fixed function unit, taking the outputs from the hull shader and generating the added geometry. The domain shader calculates the vertex positions from the tessellation data, which is passed to the geometry shader.

It's important to recognize that the key primitive used in the tessellator is no longer a triangle: It's a patch. A patch represents a curve or region, and can be represented by a triangle, but the more common representation is a quad, used in many 3D authoring applications.

What all this means is that fully compliant DirectX 11 hardware can procedurally generate complex geometry out of relatively sparse data sets, improving bandwidth and storage requirements. This also affects animation, as changes in the control points of the patch can affect the final output in each frame.

The cool thing about hardware tessellation is that it's scalable. It's possible that low end hardware would simply generate less complex models than high-end hardware, while the actual data fed into the GPUs remains the same
.




much more efficient.

Shiny Entertainment did geometry sub-division in their engine for "Messiah" and "sacrifice". it was all software done by the engine.

now we get it hardware accelerated as part of the DirectX API


N.B.
i may be a little off on some parts, so anyone more knowledgeable feel free to set things straight for the greater good :)
 

Mussels

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oh, i might have indeed got those confused. far cry 1 was a long time ago!


yeah after reading, i definitely had it backwards. i was thinking of geometry instancing.
 

HolyCow02

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very cool. Way to go AMD! :D
I wonder what NVidia has to say about this.
 

AsRock

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tesselation is a great feature.

ATI cards have supported it for a long time - there was a beta version of it that worked on ATI hardware in the original far cry. THAT long ago.

The reason it never took off (like DX10.1) is because Nvidia never adopted it.

Whether or not ATI's existing tesselation is compatible with what they used in DX11 is up for debate, no one really knows yet.

And NV still have not right ?... Ok maybe they will have to now like shi if it was supported before now ATI cards could of been the even better performing cards..

Sucks that because NV dont ATI get screwed..
 
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WarEagleAU

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Looks like the change will be pretty good, like 10 was from 9.
 
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Man before we get som real DX10 game we a at DX12 instead so why bother with it

been a long time sins DX10 came out look at the amount of DX10 games there a allmost none

So go kill some use less devs and corp bosses.
 

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Man before we get som real DX10 game we a at DX12 instead so why bother with it

been a long time sins DX10 came out look at the amount of DX10 games there a allmost none

So go kill some use less devs and corp bosses.

Some releases of DX have been more popular than others, that's the way it's always been.
 

012013014

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seems to me that the 'DX TREND' is going too fast...there are still many new games that still running dx9....if the software/game developer is switching all their progress to dx 11....how are we,the consumer thats still using dx 10 capable card??.....:wtf:
 

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seems to me that the 'DX TREND' is going too fast...there are still many new games that still running dx9....if the software/game developer is switching all their progress to dx 11....how are we,the consumer thats still using dx 10 capable card??.....:wtf:

DX9 reigned supreme too long and DX10 for Vista only didn't help. However the hard part is done now, backwards compatibility ditched and DX11 can continue what DX10 started.

I'm certain that DX11 is how ever backwards compatible to DX10, like DX9 was to 8 and lower. DX10 hardware consumers should be fine.

We probably won't see that many DX10 only titles coming, unless porting them to DX11 is as easy as it was for Battlefield: Bad Company 2. In that case DX10 titles should be more popular, if they can be made DX11 with a simple patch when it's available.

We can however get DX11 titles that perform great with DX10 too, just with features missing. (at least that's what we hope for).
 

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Battlefield: Bad Company 2 is a console to pc port that is most likely going to run on win XP for this reason:

OS global share: Link
Windows XP 72.02%
Windows Vista 21.16%
Apple Macintosh 3.66%
Windows 2000 0.54%
Linux 0.47%

There for it must have a dx9 based graphics engine. With Dx11 fx added for pcs able to run them. DX11 demos are very miss leading as they have a true dx11 engine. No games will have that for a long time yet !
 
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Mussels

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sir real: while i'm glad you did research and posted a link to back it up, using web details is a bad idea. Are you aware how many of those would be office machines and internet boxes, that dont game?

Use the steam results instead!
http://store.steampowered.com/hwsurvey/

28.95% of PC's running steam, are DX10 operating system with DX10 video cards.


Windows XP 32 bit (-2.39%) 58.57%
Windows Vista 32 bit (+0.46%) 25.95%
Windows Vista 64 bit (+0.37%) 10.52%
Windows 7 64 bit (+0.90%) 2.04%
Windows 7 (+0.56%) 1.39%
Windows 2003 64 bit (+0.02%) 0.84%
Windows XP 64 bit (+0.10%) 0.42%
Windows 2000 (-0.01%) 0.16%
Other (-0.01%) 0.12%

sure XP still has the lead... but its not as big as your numbers.
 
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