3DMark11: Unfolding the Future with DirectX 11 Tessellation 📐

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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:
🔗 https://s3.amazonaws.com/download-aws.futuremark.com/3DMark_11_Whitepaper.pdf
🔗 https://benchmarks.ul.com/en/3dmark11
🔗 https://en.wikipedia.org/wiki/Bullet_(software)

3DMark Legacy Benchmarks:
🔗 https://benchmarks.ul.com/legacy-benchmarks

3DMark History:
🔗 https://en.wikipedia.org/wiki/3DMark

Previous video on 3DMarkVantage:
https://youtu.be/azl5sK1ZY8s

Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
🔗 https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
🔗 https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
🔗 https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
🔗 https://www.khronos.org/opengl/wiki/Tessellation
🔗 https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation

And ATI's TruForm Tessellation & GCN tech:
🔗 https://en.wikipedia.org/wiki/ATI_TruForm
🔗 https://en.wikipedia.org/wiki/Graphics_Core_Next

Info on UE5's Nanite:
🔗 https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?application_version=5.0
🔗 https://blog.lidia-martinez.com/unreal-engine-5-demo-explained

Info on Mesh Shaders:
🔗 https://www.pcgamer.com/mesh-shaders-explained/
🔗 https://cdn.mos.cms.futurecdn.net/SE8EVPzGtxkLcrAG6tMisT-1200-80.jpg.webp
🔗 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
🔗 https://www.khronos.org/opengl/wiki/Geometry_Shader
🔗 https://gamedev.stackexchange.com/questions/187584/has-the-geometry-shader-been-abandonded

Info on DirectX11:
🔗 https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
🔗 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:
🔗 https://en.wikipedia.org/wiki/DirectX

Info on Deferred Shading:
🔗 https://learnopengl.com/Advanced-Lighting/Deferred-Shading
🔗 https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

Info on Phong reflection model:
🔗 https://en.wikipedia.org/wiki/Phong_reflection_model

Info on Rayleigh Mie Scattering model:
🔗 https://en.wikipedia.org/wiki/Mie_scattering#:~:text=The%20Rayleigh%20scattering%20model%20breaks,intensity%20of%20the%20scattered%20radiation.

My Gaming Rig:
🖥️ CPU: AMD Ryzen 7700X
🌀 Cooler: Noctua NH-U12A
🔥 RAM: Kingston FURY Beast 32GB DDR5
📀 SSD1: WD Black SN770 2TB
📀 SSD2: Crucial P2 2TB
🔌 Motherboard: Gigabyte X670 AORUS ELITE AX
🎮 GPU: NVIDIA RTX 4090 24GB VRAM
⚡ PSU: ASUS ROG STRIX 1000W 80 Plus Gold
🌌 Case: Lian Li PC-O11 Dynamic Razer Edition

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#RTX4090 #3DMark11 #DirectX11







Tags:
3DMark11
DirectX 11
Hardware Tessellation
Gaming Graphics
Benchmark Testing
PC Gaming
Graphic Technology
Future of Gaming
UL Benchmarks
Legacy Benchmarks
Tessellation Technology
Advanced Graphics
Video Game Development
GPU Performance
Gaming Benchmark
3D Graphics
Tessellation Effects
Realistic Graphics
Tech Evolution
Gaming History