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Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis, also developed by Crytek.
Demonstration of z-fighting with multiple colors and textures over a grey background. Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera.
The draw call improvements of Mantle help alleviate cases where the CPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize the CPUs and GPUs more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple CPU cores, provide faster draw routines, and allow greater control over the graphics ...
Force feedback devices use motors to manipulate the movement of an item held by the user. [24] A common use is in automobile driving video games and simulators, which turn the steering wheel to simulate forces experienced when cornering a real vehicle.
If you're having problems sending mail, there are a few troubleshooting steps you can take to fix the problem. Restart your computer:. If you haven't shut down your computer in a while, we recommend that you begin troubleshooting by restarting your computer.
In addition, the graphics processing unit (GPU) provides an efficient way to scale the video in size and often performs color-format conversions (such as MPEG-2's YCbCr into RGB). An application using a hardware overlay gets a completely separate section of video memory that belongs only to that application.
Direct3D is a graphics application programming interface (API) for Microsoft Windows.Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games.
The engine is purely software-based: it does not rely on hardware-acceleration via a 3D graphics card. [9] John Carmack also experimented with Voxels for the Quake III engine. [10] One such problem cited by Carmack was the lack of graphics cards designed specifically for such rendering requiring them to be software rendered.