View Full Version : DirectX 11 released details!
Sadasius
07-23-2008, 01:11 AM
I find this to be most intriguing......I would like to know how Nvidia is going to respond to this.
http://www.shacknews.com/onearticle.x/53810
PP Mguire
07-23-2008, 01:29 AM
Kinda old news. Im glad to hear about the multi-threaded part though.
Sadasius
07-23-2008, 01:39 AM
That's the part that intrigued me actually....especially the tessellation. Does this mean the end of CUDA? I cannot see Nvidia making their cards DirectX11 compliant either then.
Kougar
07-23-2008, 01:46 AM
The end of CUDA? I highly doubt it!
New compute shader technology that lays the groundwork for the GPU to be used for more than just 3D graphics, so that developers can take advantage of the graphics card as a parallel processor
While this sounds great, I do not know if it will be used now? What I am getting at is Folding@home no longer uses DirectX to code their ATI/NVIDIA GPU cores. They have stated it is horribly inefficient to code in DX for GPGPU uses, and switched to CUDA for NVIDIA and Brook for ATI instead.
It would be great if this did some how benefit Folding@home and other GPGPU programs though. :)
Miker
07-23-2008, 04:38 AM
The short version of dads 2 hour long response to my question.
Tessellation is nothing like CUDA. Tessellation finding out how many Polygons to use. The CPU will tell the GPU, make a round object here, and the GPU decides how to make it, then if it uses to many polygons and you get a low FPS so it auto adjusts to that and uses the polygons in the next frame.
Wikipidia.
"In the subject of computer graphics, tessellation techniques are often used to manage datasets of polygons and divide them into suitable structures for rendering. Normally, at least for real-time rendering, the data is tessellated into triangles, which is sometimes referred to as triangulation. In computer-aided design, arbitrary 3D shapes are often too complicated to analyze directly. So they are divided (tessellated) into a mesh of small, easy-to-analyze pieces -- usually either irregular tetrahedrons, or irregular hexahedrons. The mesh is used for finite element analysis. Some geodesic domes are designed by tessellating the sphere with triangles that are as close to equilateral triangles as possible."
Raptorfury
07-23-2008, 06:12 AM
and ati cards allready support tessalation , been able to do that since the hd2900xt ...
here is a read on r600 core Here (http://www.bjorn3d.com/forum/showthread.php?p=160372#post160372) and the r700 cores Here (http://news.softpedia.com/news/ATI-039-s-R700-to-support-DirectX-10-1-55321.shtml)
PP Mguire
07-23-2008, 06:18 AM
It wont really matter until games start showing up that support DX11. We barely have any DX10 games as it is.
Raptorfury
07-23-2008, 06:29 AM
true , but its nice to have a card have that capability when the time comes it can do that .
InternetOwl
07-23-2008, 07:16 PM
I just want some new bells for my DX10 card and hope it isn't left in the dust. If they can add some functions for DX10 gen cards to use that will be sweet.
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