![]() ![]() Later on comes a breath of fresh air for game designers, which is the completely dynamic lighting powered by Lumen. With it becoming part of the DX12 Ultimate official spec, plus AMD's support of the feature on the next-gen console hardware, it looks like polygon counts are about to go way up. ![]() Nvidia introduced the feature with its Turing architecture back in 2018, but so far it hasn't seen much use out of the Asteroids tech demo. ![]() Given RDNA 2 will support the DirectX 12 Ultimate API, we assume the technology behind the high polygon counts uses mesh shaders. And that's a lot of triangles, certainly more than assets built with in-game performance in mind traditionally achieve. So "lossless" here means discarding the extra geometric detail that won't actually influence the final image.Īll polygons can be fundamentally broken down into triangles, so more triangles means more detail. Keep in mind, even at 4K resolution, there are only 8.3 million pixels on your screen. The video says that "Nanite crunches this down losslessly to around 20 million drawn triangles," with the demo showing off pixel-sized triangles stretching across entire the screen as a result. ![]()
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