With the recently released DirectX SDK November 2008, PC Games Hardware took some screenshots of the new features of DirectX 11.
First Preview on Direct X 11 [Source: view picture gallery]
In a tech preview the new DirectX SDK
reveals the first code sample for DirectX 11. Those are supposed to make it easier for programmers to become accustomed to the new features. Currently there are examples that utilize the DirectX 11 API (because there is no compatible GPU hardware available yet, the samples are emulated on the CPU - at miserable speeds):
• Dynamic Shader Linking
• Subdivision Surfaces (Tesselation)
Direct X 11 Sample: HDR-Tone-Mapping. (The average brightness is created via the DsD11 Compute Shader and is more controllable because of this. With CS Shaders can potentially reach a better performance) (picture: PCGH) [Source: view picture gallery]
Direct X 11 Sample: Subdivision Surfaces (Tesselation). (Here an incredible number of triangles is generated on basis of Catmull-Clark Controll-Meshes over Hull Shader and a 4x4 Bezier-Patch. Later all this is supposed to run on the GPU, in our test a C2D with 3.8 GHz needed dozens of seconds for every single alteration of the pictures.) (picture:PCGH) [Source: view picture gallery]
We took screenshots of those four DirectX 11 samples and put them into the picture gallery - have fun watching the future.