Shader Model 5.0
With Shader Model 5, Microsoft applies certain concepts of object-oriented programming to its shader language, HLSL. Unlike preceding versions, which introduced new capabilities (Dynamic Branching, integer support, etc.)
Increase in maximum texture size from 4K x 4K to 16K x 16K and the possibility of limiting the number of mipmaps loaded in VRAM. There’s also the possibility of changing the depth value of a pixel without disabling functionality like early Z checking, support for double-precision floating-point types, scatter memory writes, etc.
Reference: http://www.tomshardware.com/reviews/opengl-directx,2019-9.html
GDC 2009, http://cmpmedia.vo.llnwd.net/o1/vault/gdc09/slides/100_Handout%206.pdf
Increase in maximum texture size from 4K x 4K to 16K x 16K and the possibility of limiting the number of mipmaps loaded in VRAM. There’s also the possibility of changing the depth value of a pixel without disabling functionality like early Z checking, support for double-precision floating-point types, scatter memory writes, etc.
Reference: http://www.tomshardware.com/reviews/opengl-directx,2019-9.html
GDC 2009, http://cmpmedia.vo.llnwd.net/o1/vault/gdc09/slides/100_Handout%206.pdf
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