of Red Dead Redemption 2 again on Tuesday, 2017 iPad, DirectX 12. Update, 3/14/22: Windows PC games can now ship with DirectStorage support on. When DirectStorage is active, video game loading screens can be all but eliminated. So has anyone successfully used tessellation shaders in an UWP application on Xbox Series X or S? Is it not supported after all, even if Direct X Feature Level 11. I decided to get it on PC recently since I sold my Xbox and after getting into the. DirectStorage is a feature of DirectX 12 found in the Xbox Series consoles that accelerates the performance of SSDs using the massive parallel processing power of today’s GPUs. To recreate this bug just download the SimpleBezierUWP sample, build it and deploy it to a retail Xbox Series X or S in devmode. This applies to both the DX11 and DX12 version of that sample app. In the DirectX Diagnostic Tool, select the System tab, then check the DirectX version number under System Information. The result is the same: On PC, it renders just fine but when running on Xbox, the geometry is missing. To check which version of DirectX is on your PC using the DirectX Diagnostic Tool, select the Start button and type dxdiag in the search box, then press Enter. Rendering statistics from the app suggest that there are vertex shader invokes but no hull shader invokes afterwards and hull shader invokes, but not domain shader invokes afterwards.īecause I assumed there to be some sort of subtle bug in the tessellation implementation of my app, I next tried the SimpleBezierUWP sample app from Microsoft. After reading through this blogpost and the follow-up, I made sure my application is running in game mode and a DirectX 11 Feature Level 11.0 context is created (creating a 10.1 context procudes errors when trying to use tessellation primtives as expected). DirectX raytracing, and up to 120 frames-per-second for some games. Running the same app locally on my PC renders the tessellated geometry without any issues. Existing Xbox One games, including backward-compatible Xbox 360 and Xbox games will. The rendered geometry doesn't show up in the viewport but no errors are thrown. I ported a DirectX 11 application to UWP to deploy it on Xbox Series X|S and hardware tessellation shaders are not working when running the app on Xbox (tested on retail Xbox Series X and Series S in devmode).
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