3DMark11: Unfolding the Future with DirectX 11 Tessellation ๐Ÿ“

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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:
๐Ÿ”— https://s3.amazonaws.com/download-aws.futuremark.com/3DMark_11_Whitepaper.pdf
๐Ÿ”— https://benchmarks.ul.com/en/3dmark11
๐Ÿ”— https://en.wikipedia.org/wiki/Bullet_(software)

3DMark Legacy Benchmarks:
๐Ÿ”— https://benchmarks.ul.com/legacy-benchmarks

3DMark History:
๐Ÿ”— https://en.wikipedia.org/wiki/3DMark

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

Info on Tessellation:
https://www.youtube.com/watch?v=OqRMNrvu6TE
๐Ÿ”— https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
๐Ÿ”— https://en.wikipedia.org/wiki/Tessellation_(computer_graphics)
๐Ÿ”— https://computergraphics.stackexchange.com/questions/2018/what-is-tessellation-in-computer-graphics
๐Ÿ”— https://www.khronos.org/opengl/wiki/Tessellation
๐Ÿ”— https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation

And ATI's TruForm Tessellation & GCN tech:
๐Ÿ”— https://en.wikipedia.org/wiki/ATI_TruForm
๐Ÿ”— https://en.wikipedia.org/wiki/Graphics_Core_Next

Info on UE5's Nanite:
๐Ÿ”— https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-virtualized-geometry-in-unreal-engine?application_version=5.0
๐Ÿ”— https://blog.lidia-martinez.com/unreal-engine-5-demo-explained

Info on Mesh Shaders:
๐Ÿ”— https://www.pcgamer.com/mesh-shaders-explained/
๐Ÿ”— https://cdn.mos.cms.futurecdn.net/SE8EVPzGtxkLcrAG6tMisT-1200-80.jpg.webp
๐Ÿ”— 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
๐Ÿ”— https://www.khronos.org/opengl/wiki/Geometry_Shader
๐Ÿ”— https://gamedev.stackexchange.com/questions/187584/has-the-geometry-shader-been-abandonded

Info on DirectX11:
๐Ÿ”— https://developer.nvidia.com/content/walk-through-direct3d-sdk-11
๐Ÿ”— 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:
๐Ÿ”— https://en.wikipedia.org/wiki/DirectX

Info on Deferred Shading:
๐Ÿ”— https://learnopengl.com/Advanced-Lighting/Deferred-Shading
๐Ÿ”— https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

Info on Phong reflection model:
๐Ÿ”— https://en.wikipedia.org/wiki/Phong_reflection_model

Info on Rayleigh Mie Scattering model:
๐Ÿ”— https://en.wikipedia.org/wiki/Mie_scattering#:~:text=The%20Rayleigh%20scattering%20model%20breaks,intensity%20of%20the%20scattered%20radiation.

My Gaming Rig:
๐Ÿ–ฅ๏ธ CPU: AMD Ryzen 7700X
๐ŸŒ€ Cooler: Noctua NH-U12A
๐Ÿ”ฅ RAM: Kingston FURY Beast 32GB DDR5
๐Ÿ“€ SSD1: WD Black SN770 2TB
๐Ÿ“€ SSD2: Crucial P2 2TB
๐Ÿ”Œ Motherboard: Gigabyte X670 AORUS ELITE AX
๐ŸŽฎ GPU: NVIDIA RTX 4090 24GB VRAM
โšก PSU: ASUS ROG STRIX 1000W 80 Plus Gold
๐ŸŒŒ Case: Lian Li PC-O11 Dynamic Razer Edition

๐Ÿ‘ If you enjoy this video, please hit the like button, subscribe for more content, and ring the bell for notifications on my latest uploads. Your support means a lot!

#RTX4090 #3DMark11 #DirectX11




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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