- Joined
- Mar 19, 2009
it depends really on how the shadow is implemented, there are many ways of doing shadows, some really fast with low quality others are performance holes.
I am not into rendering, but take shadow mapping for example.
it is fast, but it has its graphical glitches and to make the image nicer the only way is to increase the size of the shadow maps. So you will have a shadow with more resolution but it will eat away your performance as the shader will have to work with much bigger textures
this was just an example.
your card has all the capabilities of dx11 specifications and when you code in dx11 you have to use those functions, so there is nothing missing.
I am not into rendering, but take shadow mapping for example.
it is fast, but it has its graphical glitches and to make the image nicer the only way is to increase the size of the shadow maps. So you will have a shadow with more resolution but it will eat away your performance as the shader will have to work with much bigger textures
this was just an example.
your card has all the capabilities of dx11 specifications and when you code in dx11 you have to use those functions, so there is nothing missing.