I have a question about Directx 11. I've been curious to what it actually does, and how much of a workflow change does it pertain to when creating game assets? Are there specific things to keep in mind when producing assets for directx 11? And are there any extra mas, settings, and things to place in a shader when creating…
DX11 has all sorts of goodies, but the hot topic is realtime tessellation and displacement. There's not many tutorials out right now so you will probably have to hunt for info. Tessellation is super fun but it is a bit of a workflow change as far as the modeling process goes. Displacement is no big deal -- its a lot like…