魔神至尊
原帖由 max3Dmaya 于 2008-9-1 18:51 发表 楼主一开始发这张图就好了
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天外飞仙
原帖由 xekrn 于 2008-9-1 19:16 发表 DX11有类似于360的tessellation功能吧,又不是360支持DX11,只是360的GPU设计有些地方比较前沿一点。
魔头
原帖由 Lee2 于 2008-9-1 13:03 发表 一群人又在争桑塔纳和捷达哪个强了。。。 这么说吧,XO和PS3的规格都有超越DX9的地方(DX9本身就是一个“交集”,不知道下限们能理解不),但是性能就摆在哪里,跑DX100又能怎么样呢? 现在60fps的游戏都没几个,6 ...
小黑屋
混世魔头
原帖由 Lee2 于 2008-9-1 19:11 发表 "DX11支持xbox360” 软饭才是最伟大、光荣、正确的呀呀!:D
原帖由 freesound7910 于 2008-9-1 19:33 发表 前7页的软饭可不是这么想的:D
Improved Multithreaded Device Earlier releases of Direct3D focused primarily on single CPU configurations and as such had limited threading support. With DirectX 11, the API has been updated to enable developers to better drive the GPU from a multi-core CPU. DirectX 11 improves scaling on CPUs via changes to both the API model and driver model. Asynchronous device access becomes possible through two key features of the Direct3D 11 device object. * First, improvements in synchronization between the Direct3D device object and the driver enable asynchronous API calls, including resource allocations. Direct3D 11 allows developers more freedom when expressing parallelism by allowing such calls to occur across multiple threads. * Second, the Direct3D device interface now supports multiple rendering contexts. 1) a primary immediate context which dictates the timeline for work submission to the GPU, and 2) optional deferred contexts created by the application developer as needed. Work associated with each deferred context can occur on a separate thread/core. This enables GPU commands to be accumulated in parallel to the main rendering work, and then sent to the GPU later when the main context is ready to submit a new task to the GPU. The following figure shows rendering tasks being queued in parallel to the main immediate context, and being submitted as they become complete. This feature of DirectX 11 supports Direct3D 10-class and 10.1-class hardware, too, so changes made in the way applications render will benefit existing hardware.
原帖由 neeze 于 2008-9-1 19:43 发表 别侮辱桑塔纳和捷达了 明明是两辆1.0排量的小面的 两个不停在争谁能跑过100迈 一个跑到101迈 一个在99迈 跑101迈的跑时间长了 还给你来个三红
原帖由 HyperIris 于 2008-9-1 12:55 发表 我打赌,这就是今年tgfc回帖的下限了。
原帖由 jfb 于 2008-9-1 20:15 发表 由ps3 的显卡提供商 nv ,隆重宣布, 更加突出了伟大,光荣,正确性。 :D
魔王撒旦
原帖由 HyperIris 于 2008-9-1 12:29 发表 我哪里说nv乱说了?哪里?哪里?你给我指出来! 就这么一句,Direct3D 11 Pipeline: Superset of Xbox360 tessellation, 愣是能胡咧成driect3d11支持xbox360,有没有下限了?哪个**翻译的?这tm是nv说的么? ...
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原帖由 Lee2 于 2008-9-2 00:29 发表 您智商真高,比如我说"dx11的pixel shader是RSX的pixel shader的super set",是不是就是宣布了DX11支持PS3呀? 再和你抬抬杠,PSP还有硬件tessellator呢,不信查查?
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