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Posted
19 August 2008 @ 8pm

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DirectX 11: conservative oDepth

The following part of a Gamasutra article was brought to my attention:

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.

This reminds me of a certain SIGGRAPH poster, presented last year by yours truly…


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