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so what was the major difference between dx9 and 10![]()
weird to think ATi actually introduced tessellation with the hd2000 series cards. even weirder to think the 360 supports it as well lol
more info please? i would've liked to have seen this
From what I've seen I'd take 3D over DX11
http://forums.overclockers.co.uk/showthread.php?t=18059548&highlight=demo
LOL, that statement cracked me up, cheers.
this, AMD have had the ability to do a large portion of whats new in DX10, since their 2900xt, Nvidia made a card that simply couldn't do it, and had MS change the DX10 spec.
The thing of it is, you literally can't store bump maps detailed enough for what you can do in a tesselator, without one. Its simply too much info, without hardware acceleration every single little texture in the game will be a lot bigger.
Yes, as I always try to say, DX11, dx10, dx4, the end quality is 100% down to the designers. But in terms of games, almost every single decision involved in building a game, from the engine through the gameplay, comes from a comprismise, if you have hugely high detail textures with ludicrous detail in depth, then well thats a comprimise that means insanely lower framerates, very limited use of a nicer effect, or something as simple as, you can have higher detail textures, but then we can't afford(in terms of performance) to use HDR, or complex lighting.
With tesselation, you're reducing the overhead of such detailed textures immensely, basically with a similar amount of space in memory and power to use, you can run the data through the hardware and end up with a far more detailed image and as you can see, that means less dull/flat walls, floors and everything else.