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GeForce GF100 Fermi - Architecture preview - Part 14
But how was the support to this technology implemented? Simply adding the tesselation to the previous GT200 architecture would have meant a huge hindrance when it comes to the performances, especially in the geometry management. It was necessary, thus, to study a new form of implementing it that would be capable of answering correctly to the new requests that come with the DirectX 11 APIs.
The development of a dedicated hardware component, consisting on a PolyMorph Engine and a Raster Engine, and its consequent implementation inside the architecture are two of the new features present on Fermi that hadn’t been explained before. The true challenge wasn’t introducing the units, but how to integrate them in parallel, so there wouldn’t be any hindrances in the performance.
Related posts:
GeForce GF100 Fermi - Architecture preview - Part 1
GeForce GF100 Fermi - Architecture preview - Part 10
GeForce GF100 Fermi - Architecture preview - Part 11
GeForce GF100 Fermi - Architecture preview - Part 12
GeForce GF100 Fermi - Architecture preview - Part 13
GeForce GF100 Fermi - Architecture preview - Part 15
GeForce GF100 Fermi - Architecture preview - Part 16
GeForce GF100 Fermi - Architecture preview - Part 17
GeForce GF100 Fermi - Architecture preview - Part 18
GeForce GF100 Fermi - Architecture preview - Part 19

