What DirectX 11 is, and What It Means to You
The new graphics API comes with new buzzwords. We'll tell you what they mean and how they matter to your gaming experience
Just when you think you’ve grasped all the jargon surrounding 3D graphics, new terms and technologies flood onto the market.
AMD has been aggressively shipping DirectX 11 GPUs in almost every price category, while cards based on Nvidia’s new GTX 470 and GTX 480 DX11 parts are finally becoming available. Meanwhile, Windows 7’s sales ramp has been extraordinary—the fastest-selling Microsoft OS in history. Given that Windows 7 is what Vista should have been, it’s also arguable that DirectX 11 is what DX10 should have been.
When DirectX 10 games hit the streets, the new API gave users marginal improvements in image quality alongside huge performance decreases. The tiny gain in visual fidelity didn’t really make up for the performance hit. On the other hand, DirectX 11 brings users some very cool potential eye-candy improvements, but also promises better performance—even if you don’t have a DirectX 11 GPU.
Along with new graphics, APIs come with new buzzwords: tessellation, SSAO, HDAO, and postprocessing. That last buzzword being a catchphrase for many small but cool effects made possible with today’s programmable graphics chips.
We’ll take a closer look at these buzzwords to dissect what they actually deliver, plus discuss the performance impact of using high-end AMD and Nvidia GPUs.
Tessellation
Tessellation essentially creates something from nothing—or more properly, more from less. Hardware tessellation, which is required by DirectX 11, means that the GPU can generate more triangles from existing geometry using the hardware tessellation engine that’s part of the graphics chip. Now, generating more triangles for a flat surface is pointless—after all, a flat square looks like a flat square, whether it’s two triangles or 2,000. What’s more interesting is generating more triangles for an actual 3D model. Let’s look at a simple example, the cobblestone surface from Microsoft’s DirectX developer’s kit.
The tessellation engine in DX11 hardware is capable of generating many more triangles from existing geometry, as seen in teh screen on the lower left, to provide objects that are actually 3D.
In the top-right screen, we have a flat surface that looks somewhat more realistic by the application of a bump map. Bump maps fake you into thinking a flat polygon has depth by modeling the way light falls on a bumpy object (such as cobblestones.) However, if you were to bring the camera level with the pavement surface, you’d realize it was actually a flat surface. If geometry is tessellated, the cobblestones are actually 3D, as seen in the lower-right screen.
The tessellation in the cobblestone image is handled by a technique known as displacement mapping. A displacement map is just a special grayscale texture map in which different shades of gray define how much the geometry is displaced.
Cobblestones are nice, but will we ever see differences in real games? Let’s look at the recently released Metro 2033 (below). The left image is the game with tessellation disabled; tessellation is enabled in the right image. Note how the object is more rounded in the second shot. The effect is somewhat subtle here, but the point stands: This is the beginning of the end of polygonal heads. Tessellation means that character heads will someday all be rounder.
Without Tessellation

With Tessellation

In this sceen from Metro 2033, you can see how tessellation makes it possible to create curved edges.
Yet another example of tessellation, from the DirectX SDK, shows a technique known as subdivision surfaces (below). The key idea in this technique is to start with a basic set of polygons, then divide them in ways that make sense for the object at hand. In this character model, we overlay the textures on top of the visible wireframe. You can see the additional geometry added in the right-side screen, as well as the more naturalistic, rounded features.

In a tessellation technique known as subdivision surfaces, a basic set of polygons is divided to add geometry and hence realism.
Other Uses for Tessellation
Tessellation is great for creating rounder heads and more realistic cobblestones. But it has other uses, too. Take water, for example. Instead of using pixel shaders to build better-looking water, just add more triangles… a lot more triangles, as in the case of the Nvidia Island demo.
Without Tessellation
With Tessellation
Tessellation makes water appear more real in Nvidia's Island demo.
In the new racing game Dirt 2, cars driving through water will throw up waves in the DirectX 11 version of the game, using hardware tessellation to generate hundreds of triangles to form the effect. In DX9 mode, you see some spray, but no waves, and the water puddle itself can be as few as two triangles.
Without Tessellation
With Tessellation
Tessellation Going Forward
Tessellation offers the promise of better, more realistic-looking 3D objects, but it’s no panacea. As with any new technique, developers will have to be smart about its implementing. It’s easy to use tessellation to create objects that look wrong. On top of that, there’s the performance issue. While modern DirectX 11 GPUs have hardware tessellation engines, resources aren’t infinite. Turn up tessellation too much, and you’ll see a severe performance hit. Game developers will likely use the technology as part of sophisticated LoD (level of detail) schemes where close-up, important objects (characters) are tessellated, while distant or unimportant objects are tessellated less—or not at all.
Transparency Antialiasing Not So Special Anymore
Better-quality antialiasing with transparent textures was heavily touted by both Nvidia and AMD just a couple of years ago. Nvidia called this transparency antialiasing while AMD’s term was adaptive antialiasing. This is a classic case of a feature that improves image quality at the time, but isn’t really considered bleeding-edge these days.
The problem lies with the way transparency is handled in many games. Transparent objects are polygons with texture maps applied where some of the texture is transparent. Examples of this are chain-link fences, bare tree limbs, and overhead wires.
Adaptive antialiasing essentially smooths out the edges bordering on the transparent areas within those textures. Think of it as AA inside the polygon.
Without Transparency Antialiasing
With Transparency Antialiasing

Transparency, or adaptive, antialiasing works well when a game supports it (as seen in the screen above), but tessellation could provide a universal substitute.
For transparent AA to work, the game must test for alpha (the transparent part), but also disable alpha blend (where the transparent texture is combined with a background color to create a new color. This is sometimes used to create translucent (partially transparent) objects.
Valve’s Source game engine does this, so if you enable adaptive antialiasing (AMD) or transparent antialiasing (Nvidia) in the graphics control panel, you’ll see the effect, as in the Left 4 Dead screenshot here.
However, alpha blending and other techniques are used that prevent these techniques from working. For example, enabling the feature has no effect at all in most games that use the Unreal game engine. Also, technologies like tessellation may eventually make transparency AA obsolete. If those bare tree limbs can be built with polygons representing the limbs themselves, those polygons can be antialiased with standard multisampling AA, and you don’t need to mess around with adaptive AA.
Next page: Ambient Occlusion >>
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Simply well put! I have owned my share of both manufacturers; back from the days of the 8MB Diamond Monster 3D and what mesiah is pointing out is completely true...
Settle down fanboys! I go with the best performance/efficiency/bang for your buck offerings that get the job done...whatever brand that may be.
Submitted by mesiah on Wed, 07/07/2010 - 5:44pm
Aparently you missed the point of this entire article. This was not a comparison of ATI vs Nvidia. This was a comparison of DX11 vs DX10. Yes, ati and nvidia were differentiated in the article because each companies cards respond differently to the added effects.
As far as driver stability goes, neither company has a clean track record for their drivers. Of course an Nvidia fan boy is going to claim he has never had a problem with Nvidia drivers. An ATI fan boy is going to do the same. Having owned my fair share of cards from both manufacturers, I can tell you that they both put out their fair share of lemons. But if you insist that Nvidias shit still smells like roses, I will remind you of their recent driver recall.
http://www.maximumpc.com/article/news/nvidia_yanks_19675_drivers_investigate_overheating_reports"
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gothliciouz
July 09, 2010 at 8:59pm
dx 11 sounds pretty cool, now if only game developers will use them properly. beautiful games we will get.
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Valek7
July 09, 2010 at 8:33pm
Generally speaking, I've had a lot of good experience with DX10 and only a couple of games (like Crysis) actually showed a noticeable decrease in performance over DX9. With everything else, it was either a minor boost or no change at all.
But, the one game that I have to tout is Flight Simulator X, which now runs like a scalded cat in DX10 mode and Windows 7 on a Core i7 920. I was able to increase the detail settings much much further than I could with DX9 and I'm getting more than double the frame rates! With DX9, I'm talking about low end detail settings and barely... I mean BARELY 20 fps. It was a joke, at best. With DX10... I now have plenty of the good detail settings (scenery nearly maxed, textures maxed, further view distances... you name it, all bumped UP) and I get 50+ fps consistently! It's like a whole new simulator! DX10 and FSX FTW!
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gliscameria
July 08, 2010 at 1:54pm
First off, very good article. DX11 sounds awesome.
It's been a while since I've done photography, but I think you have this backwards:
"Stopping the camera down results in a soft blurry background behind the sharply focused image. Opening up the aperture brings the background into better focus. "
Bigger apertures capture more light but reduce the FOV. I always remembered this because nature hates us and has to make everything difficult.
//Glis
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dracx619
July 09, 2010 at 4:03am
something that has confused me plenty. lets see i have to think about this, to get a nice DOF, i decrease the shutter and increase the apeture (lets more light in), to get a shot in full focus, i increase the shutter and decrease the aperture(less light in)... yep, you right, i think?
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gliscameria
July 13, 2010 at 12:37pm
I'm drawing off of old knowledge here...
When you increase aperture you allow more light in, but you also allow light coming in from more directions, which will decrease your DOE. Back in highschool VisCom you usually make pinhole cameras, they don't need a lens because the aperture is so small, but the exposure has to be pretty high. It's always a nasty tradeoff. It would be cool to see if you show a reduced DOE for humans in the dark. Maybe it's harder to focus on stuff in the dark because the focus has to be much more accurate, like seeing your blurry clock (outside of fuzzy eyes).
//Glis
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July 13, 2010 at 2:23pm
screw all this, it makes my head hurt, lol. i gotta dust off my dslr and try it all out again
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samduhman
July 08, 2010 at 9:27am
So is it time to buy a DirectX 11 card? I've been weighting this issue for a couple weeks now. I have a 4890 but being a hardware junkie I'm usually in the market to upgrade some part/s of my PC. Would you suggest I go ahead or wait for the next generation of gpus? I want a 5870 but don't want to spend that much.
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cahedler
July 08, 2010 at 4:51am
It's interesting to see the results from Call of Pripyat, which have the GTX 480 being outperformed by a significant margin by the 5870. Can anyone shed some light on why it doesn't perform very well in Call of Pripyat?
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Scintor
July 07, 2010 at 4:12pm
I cannot offer direct side by side comparisons, nVidia vs ATI, but there appears to be a lot of traffic in various forums to call into question the lack of stability in ATI's drivers for their video cards. On the other hand, nVidia has provided rock solid drivers for each of their video cards I have owned over the years.
It is relatively easy to compare performance of each company's video cards by using hard numbers for frame rates, and it is not so easy to quantify driver stability, but word of mouth is not so good for ATI, so I'll stick with nVidia.
Thanks for the 411 on DirectX 11.
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mesiah
July 07, 2010 at 4:44pm
Aparently you missed the point of this entire article. This was not a comparison of ATI vs Nvidia. This was a comparison of DX11 vs DX10. Yes, ati and nvidia were differentiated in the article because each companies cards respond differently to the added effects.
As far as driver stability goes, neither company has a clean track record for their drivers. Of course an Nvidia fan boy is going to claim he has never had a problem with Nvidia drivers. An ATI fan boy is going to do the same. Having owned my fair share of cards from both manufacturers, I can tell you that they both put out their fair share of lemons. But if you insist that Nvidias shit still smells like roses, I will remind you of their recent driver recall.
http://www.maximumpc.com/article/news/nvidia_yanks_19675_drivers_investigate_overheating_reports
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K0BALT
July 07, 2010 at 5:41pm
I love Nvidia and would pretty much call myself a fanboy, but I will also admit any flaws within their products as well. The ONLY issue I have encountered was the one driver that disabled overclocking... which only lasted a few weeks. All I have had is Nvidia and can't really compare the two brands. I've always had Nvidia and have never run into a problem besides that one driver...which didnt affect me because I dont overclock my cards unless im benchmarking. Theyve treated me well and I know ATI makes good things too. Which is why I don't put them down. But... in the end I am a firm believer that Nvidia is overall a better product because of their technology and software in daily use. ATI is greats stuff, but I think Nvidia will reign supreme. It's like comparing Windows to Linux. Theyre both good, but one is more used than the other for a reason.
This is my opinion and I'm entitled to it....as are you. not trying to start a flame war. We're all here for the same reason, so let's be adults. MaxPC to all!
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mesiah
July 07, 2010 at 9:38pm
Everyone is entitled to their opinions. That doesn't make them right. Just kidding :P No, I agree with you. There is nothing wrong with brand loyalty. There are definately products out there that I have a preference for. What annoys me is when people let their love for a logo blind them to any and all flaws in a product. Its blind love for a brand that has made apple so powerful as of late. They could put out a dog turd with an apple logo and people would eat it up.
I think this is a good article and I didn't want to see the comments get derailed into an Nvidia vs ATI dispute. They have both put out good solid drivers, and at times they have put out some barely functional steaming piles of poo.





















