Note: This may cause the game to run very slowly, as it forces your CPU to do the GPU's job. The Bottom Line
"A D3D11-compatible GPU (Feature Level 11.0, Shader Model 5.0) is required" typically means
HRESULT hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, requestedLevels, ARRAYSIZE(requestedLevels), D3D11_SDK_VERSION, &device, &supportedLevel, &context);
| Technique | Requires | |-----------|----------| | Compute‑based culling | SM5.0 (CS) | | Deferred shading with UAV counters | SM5.0 (UAV + atomics) | | GPU particle systems with Append/Consume buffers | SM5.0 | | Tessellated terrain / subdivision surfaces | SM5.0 (HS/DS) | | Geometry shader for point‑sprite expansion | SM5.0 | | Bit‑packing / unpacking in shaders | SM5.0 bitwise ops |
Level 11.0 Shader Model 5.0 --free [upd] - D3d11 Gpu Feature
Note: This may cause the game to run very slowly, as it forces your CPU to do the GPU's job. The Bottom Line
"A D3D11-compatible GPU (Feature Level 11.0, Shader Model 5.0) is required" typically means D3d11 Gpu Feature Level 11.0 Shader Model 5.0 --FREE
HRESULT hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, requestedLevels, ARRAYSIZE(requestedLevels), D3D11_SDK_VERSION, &device, &supportedLevel, &context); Note: This may cause the game to run
| Technique | Requires | |-----------|----------| | Compute‑based culling | SM5.0 (CS) | | Deferred shading with UAV counters | SM5.0 (UAV + atomics) | | GPU particle systems with Append/Consume buffers | SM5.0 | | Tessellated terrain / subdivision surfaces | SM5.0 (HS/DS) | | Geometry shader for point‑sprite expansion | SM5.0 | | Bit‑packing / unpacking in shaders | SM5.0 bitwise ops | D3d11 Gpu Feature Level 11.0 Shader Model 5.0 --FREE