AMD interviewed DICE and asked some interesting questions about next-gen hardware and how they plan to implement it in their soon to be released Battlefield Bad Company 2 video game. Here is an exerpt from the interview,
To red the full interview, head on to the following link,
AMD DICE Interview - 11 Days of DirectX 11
(2) Can you share any details of how you plan to use DirectCompute 11 to implement deferred shading? What does that mean in terms of how your games would look or perform? Can you think of other way you might use DirectCompute 11?
Our plan is to improve performance and at the same time be able to have many more dynamic light sources than we’ve been able to have previously — and by a wide margin even. This is possible as the culling & processing of large light sources can be done much more efficiently and directly in a compute shader compared to traditional deferred rendering techniques.
To red the full interview, head on to the following link,
AMD DICE Interview - 11 Days of DirectX 11
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