Tessellators with close to 30K characters to achieve cinematic quality.
The Hull Shader to patch control points in order to modify the behavioral pattern of the tessellator.
Domain shader to optimize performance of the output of the GPU in order to mitigate bandwith use.
These features allow real-time displa of real-time images which are otherwise not achieved making creation of objects in the world easier for programmers whilst saving up on a limited memory module. Silhouette elaboration and terrain rendering whose objects offer a healthy degree of curvature.
All this allows for a visually heavy game in the Halo series. More as time elapses.
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