﻿<?xml version="1.0" encoding="utf-8"?><rss version="2.0"><channel><copyright>Copyright 2003-2026 Bug &amp; dizzy.hr</copyright><ttl>30</ttl><pubDate>Mon, 13 Apr 2026 10:31:32 GMT</pubDate><managingEditor>pisma@bug.hr</managingEditor><language>hr</language><lastBuildDate>Fri, 01 Jul 2011 11:29:36 GMT</lastBuildDate><description>Tema unutar podforuma Ostale softverske teme</description><title>DirectX11 performanse</title><link>http://forum.bug.hr/forum/topic/ostale-softverske-teme/directx11-performanse/105863.aspx</link><image><url>http://www.bug.hr/images/forum-rss.gif</url></image><item><title>Re: DirectX11 performanse</title><description>&amp;nbsp; Dobro pitanje koje sadrži dugačak odgovor:- Arhitekturalna razlika (Vektorska, skalarna, itd.)- Točnije, nVIDIA koristi PolyMorph jedinice za teselaciju, a u svakom clusteru shadera (paru) se k...</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2060113.aspx</link><pubDate>Fri, 01 Jul 2011 11:29:36 GMT</pubDate><guid isPermaLink="false">5e998e61d1846ddf7f74ea5c8e2b40e6</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>*AMD-ovA zasto AMD upopste koristi poseban teselator kada bi mogao kao i nVidia da koristi shadere?</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2060099.aspx</link><pubDate>Fri, 01 Jul 2011 11:26:37 GMT</pubDate><guid isPermaLink="false">92bdcd97b849dd560fff1588fa82c6b7</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>Nemora značiti, ali prilično sam siguran da znači kada se veliki broj  poligona natrpa u VRAM. Charlie je davno govorio o tom zauzeću  bandwitha, kako se ATIjev teselator u velikoj mjeri na njega osla...</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2056420.aspx</link><pubDate>Thu, 30 Jun 2011 10:46:10 GMT</pubDate><guid isPermaLink="false">e6ef41c331645c99ec4f86cfd88c0936</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>Nemora da znači&amp;nbsp; http://www.confettispecialfx.com/hardware-tessellation&amp;nbsp; P.S Bandwidth se nemože potrošiti. Mjerna jedinica je GB/s, a to označava brzinu, u ovom slučaju komunikacije podatak...</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2056182.aspx</link><pubDate>Thu, 30 Jun 2011 09:34:35 GMT</pubDate><guid isPermaLink="false">2752e976fa09b3164f7723dacbda0ef0</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>Pa da, cijelo vrijeme pričam o štednji. No ne možeš ti nakrcat xy poligona bez da se bandwith znacajno ne trosi. Veca detaljnost objekta, kao sto to vidimo u npr Heavenu na extreme postavkama, zahtjev...</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2056157.aspx</link><pubDate>Thu, 30 Jun 2011 09:24:05 GMT</pubDate><guid isPermaLink="false">9af427d053044119e71d3d0dec1e3002</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>&amp;nbsp; Znatno manje nego klasičnim putem inače kako se prije radilo.</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2056118.aspx</link><pubDate>Thu, 30 Jun 2011 09:14:03 GMT</pubDate><guid isPermaLink="false">f4b5d6bf79f5dfff57026fc419b3010c</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>Je, ali opet troši bandwidth posto se poligoni pohranjuju u VRAM.</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2056111.aspx</link><pubDate>Thu, 30 Jun 2011 09:12:20 GMT</pubDate><guid isPermaLink="false">394c1d5c7071bb6e967f0d640893ede4</guid><category /></item><item><title>Re: DirectX11 performanse</title><description>&amp;nbsp; Teselacija je upravo i uvedena da se uštedi na bandwidthu i potršnji VRAM-a.</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2055754.aspx</link><pubDate>Thu, 30 Jun 2011 06:01:08 GMT</pubDate><guid isPermaLink="false">09226a42689c369825c3bfb71181f3bd</guid><category /></item><item><title>DirectX11 performanse</title><description>Teselacija = stednja resursa.&amp;nbsp;DirectX 11 kao API omogućava developerima da brze i lakse  isprogramiraju neku stvar. DX11 ne mora nuzno donijeti bolju i  kvalitetniju grafiku vec upravo stednju na...</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2055645.aspx</link><pubDate>Wed, 29 Jun 2011 23:34:38 GMT</pubDate><guid isPermaLink="false">9bed8c0b35afa1ca96f85775df24daf8</guid><category /></item><item><title>DirectX11 performanse</title><description>Prema ovome&amp;nbsp;DX11 povecava fps u igrama?? Zar nebi trebao da smanji fps zbog teselacije i svih dodatih trouglovai svega?</description><link>http://forum.bug.hr/forum/post/ostale-softverske-teme/directx11-performanse/2052545.aspx</link><pubDate>Tue, 28 Jun 2011 23:48:10 GMT</pubDate><guid isPermaLink="false">af39c314c49e9be12f69db521d3262ae</guid><category /></item></channel></rss>