Graphics Reference
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features in Direct3D 11, we can generate a complete environment map in a single render-
ing pass. This technique can be used to create a sample scene that stresses the ability of the
host computer to submit API calls quickly enough by rendering multiple reflective objects
surrounded by a large number of non-reflective objects.
With a large CPU workload, we have explored how the multithreading capabilities of
Direct3D 11 can be used to reduce the time required to submit all of the draw submission
calls to the API. There is significant improvement in overall rendering speed when using
multiple threads on a computer that uses a multi-core CPU. The increase in performance
can be attributed to the multithreaded rendering approach, in which the scene rendering
speed increases with the number of threads/cores used.
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