3DMark11: Unfolding the Future with DirectX 11 Tessellation ๐
In this video, we explore 3DMark11, a pivotal benchmark in the UL legacy series that introduced DirectX 11 and hardware tessellation. We delve into the details of tessellation and its impact on gaming graphics, tracing how these advancements have shaped today's technology. Join us as we break down the technical aspects of tessellation and review how 3DMark11 set new standards for future graphical development.
Info on 3DMark11:
๐ https://s3.amazonaws.com/download-aws.futuremark.com/3DMark_11_Whitepaper.pdf
๐ https://benchmarks.ul.com/en/3dmark11
๐ https://en.wikipedia.org/wiki/Bullet_(software)
3DMark Legacy Benchmarks:
๐ https://benchmarks.ul.com/legacy-benchmarks
3DMark History:
๐ https://en.wikipedia.org/wiki/3DMark
Previous video on 3DMarkVantage:
https://youtu.be/azl5sK1ZY8s
Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
๐ https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
๐ https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
๐ https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
๐ https://www.khronos.org/opengl/wiki/Tessellation
๐ https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation
And ATI's TruForm Tessellation & GCN tech:
๐ https://en.wikipedia.org/wiki/ATI_TruForm
๐ https://en.wikipedia.org/wiki/Graphics_Core_Next
Info on UE5's Nanite:
๐ https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?application_version=5.0
๐ https://blog.lidia-martinez.com/unreal-engine-5-demo-explained
Info on Mesh Shaders:
๐ https://www.pcgamer.com/mesh-shaders-explained/
๐ https://cdn.mos.cms.futurecdn.net/SE8EVPzGtxkLcrAG6tMisT-1200-80.jpg.webp
๐ https://devblogs.microsoft.com/directx/coming-to-directx-12-mesh-shaders-and-amplification-shaders-reinventing-the-geometry-pipeline/
Info on Geometry Shaders:
https://www.youtube.com/watch?v=5Ruv2H9lkGA
๐ https://www.khronos.org/opengl/wiki/Geometry_Shader
๐ https://gamedev.stackexchange.com/questions/187584/has-the-geometry-shader-been-abandonded
Info on DirectX11:
๐ https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
๐ https://d29g4g2dyqv443.cloudfront.net/sites/default/files/akamai/gameworks/events/gdc14/GDC_14_From%20Terrain%20to%20Godrays%20-%20Better%20Use%20of%20DirectX11CantlayTatarinov.pdf
History of DirectX:
๐ https://en.wikipedia.org/wiki/DirectX
Info on Deferred Shading:
๐ https://learnopengl.com/Advanced-Lighting/Deferred-Shading
๐ https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm
Info on Phong reflection model:
๐ https://en.wikipedia.org/wiki/Phong_reflection_model
Info on Rayleigh Mie Scattering model:
๐ https://en.wikipedia.org/wiki/Mie_scattering#:~:text=The%20Rayleigh%20scattering%20model%20breaks,intensity%20of%20the%20scattered%20radiation.
My Gaming Rig:
๐ฅ๏ธ CPU: AMD Ryzen 7700X
๐ Cooler: Noctua NH-U12A
๐ฅ RAM: Kingston FURY Beast 32GB DDR5
๐ SSD1: WD Black SN770 2TB
๐ SSD2: Crucial P2 2TB
๐ Motherboard: Gigabyte X670 AORUS ELITE AX
๐ฎ GPU: NVIDIA RTX 4090 24GB VRAM
โก PSU: ASUS ROG STRIX 1000W 80 Plus Gold
๐ Case: Lian Li PC-O11 Dynamic Razer Edition
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#RTX4090 #3DMark11 #DirectX11