The Leo demo showcases a real-time DirectX 11 based lighting pipeline that is designed to allow for rendering scenes made of arbitrarily complex materials including transparencies multiple lighting... More...
The technology used to get to the final image is impressive. Tech demos are supposed to demonstrate what kind of fidelity is possible and what performance to expect.
you have not make it run... lol, there's some impressive light and shadows. Well the demo is what it is, but PRT, Ptex (maybe not on this version, a second is coming ), Forward render, shader light culling. etc etc.. Surely the demo will have been better with Ruby completely naked, but well. (allready posted here in ATI forums, thanks to him ) Anandtech take in deep how work the new features showed in AMD tech demo Leo .. http://www.anandtech.com/show/5458/t...ing-and-msaa/3 (edit hum, link broken for now... ) I invit you ofc to read the main article, as i just quote a little part of it.
For those wondering about what this demo showcases as it doesn't 'look' that impressive, out of the many technical accomplishments shown in this video (most already mentioned in description) the one that stands out for me is that the demo tries to implement a forward render solution to the dx10/dx11 lighting performance issue that has lead to the rise of deferred rendering and in turn post AA.
Only saw the 1080p video, but I think it looks great. Might not be that flashy, but is a nice display of many techniques.
Can someone tell me what the difference between forward and deferred rendering modes is? At the moment I am making a game(a big city game) with many streetlights etc. To be able to make this run I have to set the rendering option to deferred so that the lights do not hog performance. I wonder though what the disadvantages of deferred rendering are opposed to forward rendering.
just benched the demo with Fraps, 7970@stock and 2600K@5ghz - 1920x1080 Frames: 5218 / Time(ms): 104349 / Min: 39fps / Max: 67fps / Avg:50.005