2010-09-28 "Tile-based deferred shading implemented in DirectX 11 Compute Shader"のデモ "Tile-based deferred shading is implemented in DirectX 11 Compute Shader"のデモを試してみました. http://software.intel.com/en-us/articles/deferred-rendering-for-current-and-future-rendering-pipelines/ 動的な光源の数は 1024個なのですが, 自宅の PC (Intel Core i7 950 0.07GHz, NVidia GeForce GTX 465)だと, 200 fps で描画できました. 結構, 感激です.