Nvidia Teases With New DirectX 11 Technology Demos at GDC
At the Game Developers Conference (GDC) last week in San Francisco, Nvidia showed some of the latest demos featuring DirectX11.
Game developers saw realistic hair, water and grass demos, and learned how they could include them in their upcoming games.
In the DirectX 11 hair demonstration, long flowing hair is realistically simulated, generated and rendered on Nvidia's next-generation GeForce GTX 480 using its parallel tessellation engines. By moving the model and applying a simulated breeze, the hair billows and cascades naturally with accurate physical properties.
Nvidia's DirectX 11 island demo depicts a large scene that includes terrain and water with realistic, physically simulated waves. The terrain uses DirectX 11 tessellation and supports both static and dynamic tessellation. Very little data is sent to the GPU?with default settings the GPU creates 11 million primitives out of 20,000 that it gets from the application. At maximum tessellation settings the simulation can draw nearly 1.6 billion triangles per second. The demo runs at over 40 frames per second on the GeForce GTX 480 GPU.
The grass demonstration portrays up to 3.5 million blades of grass billowing and waving in the wind. Simulations like this put NVIDIA?s next-generation GPU to the test as it renders up to 48 million triangles in a single frame. This simulation also uses DirectX 11 tessellation to deliver more detail when viewing the grass up close.
These simulations illustrate the kind of scenes that can be depicted using the scalable tessellation engines in GeForce GTX 480, which is expected to retail in April.
In the DirectX 11 hair demonstration, long flowing hair is realistically simulated, generated and rendered on Nvidia's next-generation GeForce GTX 480 using its parallel tessellation engines. By moving the model and applying a simulated breeze, the hair billows and cascades naturally with accurate physical properties.
Nvidia's DirectX 11 island demo depicts a large scene that includes terrain and water with realistic, physically simulated waves. The terrain uses DirectX 11 tessellation and supports both static and dynamic tessellation. Very little data is sent to the GPU?with default settings the GPU creates 11 million primitives out of 20,000 that it gets from the application. At maximum tessellation settings the simulation can draw nearly 1.6 billion triangles per second. The demo runs at over 40 frames per second on the GeForce GTX 480 GPU.
The grass demonstration portrays up to 3.5 million blades of grass billowing and waving in the wind. Simulations like this put NVIDIA?s next-generation GPU to the test as it renders up to 48 million triangles in a single frame. This simulation also uses DirectX 11 tessellation to deliver more detail when viewing the grass up close.
These simulations illustrate the kind of scenes that can be depicted using the scalable tessellation engines in GeForce GTX 480, which is expected to retail in April.