Testing Tessellation on the GeForce 480
Posted by By Robert Dow and Alex Garovi on May 28th 2010 | Permalink
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Tessellation represents one of the key benefits of DirectX 11 for gamers. By enabling Tessellation during gameplay the GPU is able to “dynamically subdivide the wireframes of 3D objects.” By subdividing the wireframe the detail of all objects in the game is exponentially increased. Images that once took on a box-like look with tessellation become more naturally rounded. Tessellation can be programmed so that objects in the background that appear far away from the gameplay can be rendered with less detail while objects up close can take full advantage of the dynamic tessellation process providing max detail. This week we took…
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