The Tessellation enhancements cooking for DirectX 11 will enable developers to offer what Castaño referred to as “unprecedented visuals”, namely “highly detailed characters and realistic animation”. But of course there is more to it, in the line of performing “expensive computations at lower frequency: realistic animation: blend shapes, morph targets, etc. and physics, collision detection, soft body dynamics, etc.”. DirectX 11 will ensure that the users will benefit from an increased level of detail while fewer resources will be consumed because of compression features.
“Direct3D11 extends Direct3D10 with support for programmable tessellation [introducing] two new shader stages: Hull Shader ( HS) and Domain Shader (DS) as well as one fixed function stage Tessellator (TS),” Castaño added.
DirectX 11 is heading for both Windows 7, the next iteration of the Windows client, and for Windows Vista. As was the case with DirectX 10, version 11 will not be backported to Windows XP, even though Vista’s predecessor is still the main gaming platform worldwide. So far, Microsoft has failed to give any indication as to a potential deadline for the delivery of DirectX 11, or to share much of anything with end users, although it has started to get developers up to date.
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