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	<title>Comments on: Hardware tessellation with DirectX 11 (Unigine &#8220;Heaven&#8221; benchmark)</title>
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	<lastBuildDate>Tue, 07 Sep 2010 07:47:41 +0000</lastBuildDate>
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		<title>By: snake172</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-380</link>
		<dc:creator>snake172</dc:creator>
		<pubDate>Fri, 05 Mar 2010 03:47:07 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-380</guid>
		<description>hahahaha go play those gay ass flash games on your intel atom and stfu then</description>
		<content:encoded><![CDATA[<p>hahahaha go play those gay ass flash games on your intel atom and stfu then</p>
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		<title>By: XTaintedOneX</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-379</link>
		<dc:creator>XTaintedOneX</dc:creator>
		<pubDate>Fri, 05 Mar 2010 03:19:55 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-379</guid>
		<description>I just wish Nvidia and ATI would support the same GPU Physics software, I own a GTX 295 currently, but i know that Physx is going to struggle to get truly integrated into games, because ATI doesn&#039;t support it. Hopefully at some point Nvidia will at least sell the usage rights to ATI.</description>
		<content:encoded><![CDATA[<p>I just wish Nvidia and ATI would support the same GPU Physics software, I own a GTX 295 currently, but i know that Physx is going to struggle to get truly integrated into games, because ATI doesn&#8217;t support it. Hopefully at some point Nvidia will at least sell the usage rights to ATI.</p>
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		<title>By: vninjav</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-378</link>
		<dc:creator>vninjav</dc:creator>
		<pubDate>Fri, 05 Mar 2010 03:02:17 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-378</guid>
		<description>@XTaintedOneX  google this 
ATI + NVIDIA PhysX Guide</description>
		<content:encoded><![CDATA[<p>@XTaintedOneX  google this<br />
ATI + NVIDIA PhysX Guide</p>
]]></content:encoded>
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		<title>By: XTaintedOneX</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-377</link>
		<dc:creator>XTaintedOneX</dc:creator>
		<pubDate>Fri, 05 Mar 2010 02:43:28 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-377</guid>
		<description>@vninjav 
I know about this, but what i mean is Nvidia should in the future offer to sell the usage rights to ATI to run Physx on an ATI card.</description>
		<content:encoded><![CDATA[<p>@vninjav<br />
I know about this, but what i mean is Nvidia should in the future offer to sell the usage rights to ATI to run Physx on an ATI card.</p>
]]></content:encoded>
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		<title>By: lupine73</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-376</link>
		<dc:creator>lupine73</dc:creator>
		<pubDate>Fri, 05 Mar 2010 02:10:25 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-376</guid>
		<description>So question... Is tessellation based off the same normal maps used for parallax mapping?</description>
		<content:encoded><![CDATA[<p>So question&#8230; Is tessellation based off the same normal maps used for parallax mapping?</p>
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		<title>By: leerman22</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-375</link>
		<dc:creator>leerman22</dc:creator>
		<pubDate>Fri, 05 Mar 2010 02:05:06 +0000</pubDate>
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		<description>are there tessellation settings that adjust to how much detail there is at different distances?</description>
		<content:encoded><![CDATA[<p>are there tessellation settings that adjust to how much detail there is at different distances?</p>
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		<title>By: EvilShuri</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-374</link>
		<dc:creator>EvilShuri</dc:creator>
		<pubDate>Fri, 05 Mar 2010 01:36:42 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-374</guid>
		<description>It could be. The normal map might be used as a displacement map for the tessellated mesh.</description>
		<content:encoded><![CDATA[<p>It could be. The normal map might be used as a displacement map for the tessellated mesh.</p>
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		<title>By: KingOfSand100</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-373</link>
		<dc:creator>KingOfSand100</dc:creator>
		<pubDate>Fri, 05 Mar 2010 00:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-373</guid>
		<description>@leerman22 the tessellation is the polygon count. dx11 adds more tessellations without being a gpu hog</description>
		<content:encoded><![CDATA[<p>@leerman22 the tessellation is the polygon count. dx11 adds more tessellations without being a gpu hog</p>
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		<title>By: leerman22</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-372</link>
		<dc:creator>leerman22</dc:creator>
		<pubDate>Thu, 04 Mar 2010 23:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-372</guid>
		<description>so the extra polygons rendered in DX11 don&#039;t use any extra processing power, i know tessellation tessellates the polygons but i want to make sure i get good performance still.</description>
		<content:encoded><![CDATA[<p>so the extra polygons rendered in DX11 don&#8217;t use any extra processing power, i know tessellation tessellates the polygons but i want to make sure i get good performance still.</p>
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		<title>By: KingOfSand100</title>
		<link>http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/comment-page-1/#comment-371</link>
		<dc:creator>KingOfSand100</dc:creator>
		<pubDate>Thu, 04 Mar 2010 23:35:46 +0000</pubDate>
		<guid isPermaLink="false">http://techfully.com/hardware/hardware-tessellation-with-directx-11-unigine-heaven-benchmark/#comment-371</guid>
		<description>well see that is the great thing about dx11, (not 100% sure yet on how it works yet) you can do what they showed can be rendered on a  dx10 gpu it would just be a complete hog. and in order to play a game that was built for dx11 you need a dx11 gpu.</description>
		<content:encoded><![CDATA[<p>well see that is the great thing about dx11, (not 100% sure yet on how it works yet) you can do what they showed can be rendered on a  dx10 gpu it would just be a complete hog. and in order to play a game that was built for dx11 you need a dx11 gpu.</p>
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