![]() In Deus Ex it's only used on the character models, to give them a more organic, less rectangular look. Tessellation is a way of increasing the detail of objects in games without much of a performance hit - to get technical, it actually breaks up larger polygons into lots of smaller polygons, allowing for more natural looking surfaces. We assume that you'll need to have DX11 mode enabled to see this feature, as it's one of the key technologies delivered by this API. Because of this, all of our testing had DX11 enabled. Basically speaking, enabling DX11 makes the game look better, but to our surprise it also made the game run much faster. Also, because the DX11 version employs compute shaders we can use higher quality blurs for Depth of Field and SSAO". According to Nixxe, that main difference is that DX11, ".has tessellation on characters and soft shadows (both of which are not available in DX9). The good news is that even with every setting cranked to the maximum value, the game was still perfectly playable in this opening section.Įnabling DirectX 11 allows the game to use better special effects. ![]() Finally, our test PC was armed with an Intel i5 750 CPU, 4GB of memory and an NVIDIA GTX 460 Video Card, placing it firmly in the mid-range, not-stupid-expensive category. Each test was run with all graphics options at the minimal value, expect for the value being tested. All testing was done at 1920 x 1080p with DirectX 11 enabled, as it's actually faster than with DX disabled. We used the most excellent Fraps application to record the average performance (framerate for those in the know) of this section. ![]() Testing performance was very easy - at the very beginning of the game is a section where the player automatically walks through a series of laboratories, packed with characters and lots of graphical detail.
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