MistaPi Skrevet 1. februar 2009 Del Skrevet 1. februar 2009 For dem som ikke har fått det med seg: http://www.anandtech.com/video/showdoc.aspx?i=3507&p=1 With all of this, the ability to perform unordered memory accesses, multi-threading, tessellation, and the Compute Shader, DX11 is pretty aggressive. The complexity of the upgrade, however, is mitigated by the fact that this is nothing like the wholesale changes made in the move from DX9 to DX10: DX11 is really just a superset of DX10 in terms of features. This enables the ability for DX11 to run on down-level hardware (where DX11 specific features are not used), which when combined with the enhancements to HLSL with OOP and dynamic shader linking mean that developers should really have fewer qualms about moving from DX10 to DX11 than we saw with the transition from DX9. Lenke til kommentar
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