I tried running the 64-bit HDRToneMappingCS11 sample (utilizes the new 'Compute Shader') and got 0.71 fps with the D3D11 reference device!
![Embarassed :oops:](./images/smilies/icon_redface.gif)
The SubD11 64-bit sample (shows off 'Approximate Catmull-Clark' subdivision surface technique) is even worst on my system. It took a while for it to even show the view inside the sample window. When it finally did, I got 0.04 fps!
Finally, I tried the DynamicShaderLinkage11 64-bit sample (shader model 5) and got 0.31 fps.
My not-so-powerful (when running DX11 samples
![Wink :wink:](./images/smilies/icon_wink.gif)
Vista x64
Q6600 quad-core intel @2.4 ghz
8 GB RAM
Nvidia 8800 GT 512 MB
Anyone else tried running DX11 samples on their system?
Here's a quote from the doc for the SubD11 sample:
"Since this sample depends on the new Direct3D 11 pipeline stages, it can only operate by using the reference rasterizer at this time. As a result, it takes several seconds to render each frame. When Direct3D 11 hardware is available, we expect this sample to run thousands of times faster."
Let's hope.
![Razz :P](./images/smilies/icon_razz.gif)
Here's a link to an article that goes into the new features of DX11:
http://www.gamasutra.com/view/feature/3 ... ucing_.php