At the Game Developers Conference in 2011, Epic Games showed off a tech demo called “Samaritan”,
which gave attendees a small taste of the ground-breaking visuals it's Unreal 3 technology
will be capable of delivering in the future.
Epic Games has demonstrated the graphical horsepower of its 'Unreal Engine 4' technology during
behind-closed-doors meetings at the Game Developers Conference (GDC) March 5-9, 2012, in San Francisco, California,
and are expected at the Electronic Entertainment Expo, California in 2012 to demostrate more
details of the Unreal Engine 4 running on NVIDIA and AMD technology.
NVIDIA has launched their new desktop GPU range (known as Kepler), with the introduction
of the GTX 680, features included support for PCI-Express 3.0,
DirectX 11.1 and 4x displays as well as Stereoscopic 3D and surround gaming.
NVIDIA with the GTX 680 and its R300 drivers continue with three key technologies.
First is FXAA in all games, which can be enabled by the driver.
Next is surround gaming from one card. The GTX 680 NVIDIA will now allow you to connect three
displays to one card/GPU and give resolutions of 5760x1080 while also enabling 3D Vision,
(gaming displays of 1920x1080 or 5760x1080 with 8xAA+FXAA, 16xAF and an additional 1920x1080).
Lastly, adaptive VSync which disables VSync when framerates are below 60fps.
PCI Express 3.0
3D Vision Surround
Note: The following SLI features are only supported on Windows Vista and Windows 7 and 8:
GeForce GTX 680 SLI, Quad SLI technology, 3-way SLI technology, Hybrid SLI, and SLI multi-monitor support.
Unreal Engine 4 Features
MLAA/FXAA and TXAA
Nvidia's Fast Approximate Anti-Aliasing (FXAA) improves on current Multisample Anti-Aliasing (MSAA) techniques.
FXAA can produce gradients smoother than those of 4xMSAA, as is particularly evident in the Samaritan demo.
Nvidia's Morphological Anti-Aliasing (MLAA), uses GPU-accelerated
DirectCompute to apply full-scene anti-aliasing as a post-processing effect. This process differs
from more traditional methods, like Supersample Anti-Aliasing (SSAA), which is applied during the
rendering phase of the GPU pipeline.
FXAA (NVIDIA FXAA Technology – shader-based anti-aliasing) uses the CUDA cores within a GPU to apply a post processing
step called deferred shading, which reduces the aliasing on object edges.
Through using FXAA the image receives a quality boost similar to 4xMSAA with less of a performance reduction.
TXAA (NVIDIA TXAA Technology – temporal component anti-aliasing) is a mix of hardware multi-sampling,
custom high quality AA resolve and an optional temporal component. TXAA1 has a performance hit similar
to 2xMSAA with quality above 8xMSAA and TXAA2 drops performance by levels around 4xMSAA while increasing
image quality beyond 8xMSAA.
DX 11.1 is available for all supported API and GPU configurations, supporting and adding to
the enhancements that DX 11 already offers.
DX 11.1 features:
Shader tracing and compiler enhancements
Direct3D device sharing
Check support of new Direct3D 11.1 features and formats
Create larger constant buffers than a shader can access
Use logical operations in a render target
Force the sample count to create a rasterizer state
Process video resources with shaders
Extended support for shared Texture2D resources
Change subresources with new copy options
Discard resources and resource views
Support a larger number of UAVs
Bind a subrange of a constant buffer to a shader
Retrieve the subrange of a constant buffer that is bound to a shader
Clear all or part of a resource view
Map SRVs of dynamic buffers with NO_OVERWRITE
Use UAVs at every pipeline stage