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DirectX 11: conservative oDepth

Bin heute auf den folgenden Absatz eines a Artikels auf Gamasutra hingewiesen worden:

Traditionally, IHVs have had to disable Z acceleration structures and algorithms when shaders write to the depth buffer via the oDepth register. The conservative oDepth feature in DirectX 11 enables shaders to write to the depth buffer within a specified region guarantee. This enables the hardware to avoid the full loss in performance by enabling acceleration outside of the guaranteed region.

Das erinnert mich irgendwie an ein gewisses SIGGRAPH Poster vom letzten Jahr…



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