![]() To render something like this in DX-11, my little board will go 18-20 FpS. I show one result, from a well known DX-12 example…īelow - modification of - DynamicIndex geometry contains 25x25 instances of a city block, each consisting of a 1MB mesh. ![]() Bundles would comprise an enormous gain in FpS, because it allows showing these objects without having to add them to a new command list on the CPU side. Bundles can be used for duplicated objects, like trees and AI-buildings. Multithreaded rendering will allow your CPU to support a high end GPU and yield a lot of extra performance on e.g. Depth testing is much faster in DX-12 compared to DX-11 and may provide (<- speculation !) means to solve the infamous “Grey horizontal line” issue in many games also MSFS. The ones I know of (and work on MX-330) are:įor us, these features could all be interesting for performance reasons. Nice table Salem978 ! talking capabilities, I can add a few lines about 12_2… recently Microsoft and NVida have added some interesting features (May 2020 W10 update) and these capabilities from feature level 12_2 can be individually queried in a 12_1 program, using CheckFeatureSupport(). Max forced sample count for UAV-only rendering Multiple render target(MRT) with ForcedSampleCount 1
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