Additional Direct3D 11 Features
In addition to 3D improvements and support for data-parallel computing, Direct3D 11 incorporates the following improvements that are based on extensive ISV and IHV feedback :
Improved Texture Compression
Direct3D 11 introduces the first high-dynamic range, compressed hardware texture format and a new higher quality compression format for standard dynamic range textures. These new formats result in better looking textures and imagery in 3‑D applications.
Shader Model 5.0
Shader Model 5.0 adds many new features, including the following :
- Support for high-precision math for scientific and CAD applications.
- Bit reversal instructions for fast Fourier transformations (FFTs)
- Shader conversion instructions for float16 to float32 and vice versa
Stream Output Flexibility
Direct3D 11 can perform multi-element stream output to multiple independent streams, including the rasterizer. This reduces the need for expensive CPU involvement in multipass GPU rendering and computation.
Depth Buffer Capabilities
Direct3D 11 accelerates techniques that often use depth buffers, which are common in the current generation of games. Direct3D 11 can :
- Write depth from the shader conservatively, maintaining early-z acceleration.
- Declare a read-only depth view that can be simultaneously bound as depth and texture, allowing z-comparison, z-rejection, and texture read without copying the depth buffer. Scenarios include soft particles and volumetric fog effects.
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