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The influence of different draw distances (Higher distances show more area.) In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine.
Direct2D [1] is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, [2] Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008 (with Platform Update installed).
In computing, hardware overlay, a type of video overlay, provides a method of rendering an image to a display screen with a dedicated memory buffer inside computer video hardware. The technique aims to improve the display of a fast-moving video image — such as a computer game , a DVD , or the signal from a TV card .
Windows Advanced Rasterization Platform (WARP) [1] is a software rasterizer and a component of DirectX graphics runtime in Windows 7 and later. It is available for Windows Vista and Windows Server 2008 through platform update for Windows Vista .
Direct3D 11.1 – Windows 8 (partially supported on Windows 7 SP1 also); Stereoscopic 3D Rendering, H.265; Direct3D 11.2 – Windows 8.1; Tiled resources; Direct3D 11.3 – Windows 10; Direct3D 12.0 – Windows 10; low-level rendering API, Shader Model 5.1 and 6.0; Direct3D 12.1 – Windows 10; DirectX Raytracing
The total available GDI objects varies from one version of Windows to the next: Windows 9x had a limit of 1,200 total objects; Windows 2000 has a limit of 16,384 objects; and Windows XP and later have a configurable limit (via the registry) that defaults to 10,000 objects per process (but a theoretical maximum of 65,536 for the entire session).
Windows 8 has the same requirements as 7, but it can also use software rendering when compatible video hardware is absent. [ 9 ] Hardware virtualization software that emulate hardware required for DWM include VirtualBox 4.1 and later, VMware Fusion 3.0 and later, and VMware Workstation 7.0 onwards.
With the advent of 3D games in the 1990s, a lot of video games simply did not render distant structures or objects. Only nearby objects would be rendered and more distant parts would gradually fade, essentially implementing distance fog. Video games using LOD rendering avoid this fog effect and can render larger areas.