DirectX 12 Can Push '6 to 12 Times' the Polygons of DirectX 11

Dohc-WP

Ron Burgundy
During the Build conference today Microsoft showed off capabilities of its next iteration of DirectX, DirectX 12.

Running the 2012 Final Fantasy Agni's Philosophy demo on a positively beastly quad-SLI Digital Storm PC, Microsoft showed the demo running in real-time in Direct X 12. According to Microsoft, the demo was showing off 63 million polygons, or about 6 to 12 times as many as were shown on the same demo running DirectX 11.

Moving around the scene freely and adjusting lighting were shown off, as well as textures were at 8K x 8K. "Significantly more than we were able to do" with DX 11.

Attention was also brought to Agni's hair. "Every piece of hair that you're seeing is being rendered as a polygon," running over 50 different shaders.

Naturally, your mileage may vary. However, during the Windows 10 Live Event in January, Microsoft showed DirectX 11 and DirectX 12 running on identical hardware side-by-side, with the latter better equipped to handle the framerate and polygon count being thrown at it.

During the same demonstration of DirectX 12, a new Minecraft modding tool using Java in Visual Studio was shown off.

Source: IGN
 
The stats are BS imo.

6-12 times...maybe for some super specific pre-selected niche cases.

Personally I'd be entirely happy with a 50% real world improvement.

btw can someone explain the reference to 8kx8k textures? Got a theory on whats meant...but curious what people think
 
The stats are BS imo.

6-12 times...maybe for some super specific pre-selected niche cases.

Personally I'd be entirely happy with a 50% real world improvement.

btw can someone explain the reference to 8kx8k textures? Got a theory on whats meant...but curious what people think

I'd guess 8000 by 8000 pixels in size? So they would probably be a lot more detailed up close than normal textures...
 
I'd guess 8000 by 8000 pixels in size? So they would probably be a lot more detailed up close than normal textures...
To do what though? If you think about the screen resolution...no matter how close you get you'll never benefit from 8000 x 8000?

idk Its weird...seen references like this before but dunno. Closest I can think of is this:

http://en.wikipedia.org/wiki/MegaTexture

...but that doesn't make sense. Skyrim has 4k / 8k mods and it certainly doesn't use megatexture.

idk...just don't get it.
 
To do what though? If you think about the screen resolution...no matter how close you get you'll never benefit from 8000 x 8000?

idk Its weird...seen references like this before but dunno. Closest I can think of is this:

http://en.wikipedia.org/wiki/MegaTexture

...but that doesn't make sense. Skyrim has 4k / 8k mods and it certainly doesn't use megatexture.

idk...just don't get it.

Remember, a texture is applied over a whole model / mesh. So the larger the area it spans, the less detailed it becomes. So the larger the texture file, the more detail you'll see when it gets applied to a big mesh.

Mexatexture tech is to create a single, big, seamless texture to cover a whole map or play area. So it looks more natural, with less repeates or seams in the textures.
 
Remember, a texture is applied over a whole model / mesh. So the larger the area it spans, the less detailed it becomes.
Good point. I never did anything more than apply texture to individual polygons...so not really familiar with the mesh approach. Certainly makes sense though.
 
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