There are additional compute shaders models (4.x) for Direct3D 10/10.1 level hardware. But you would need new drivers and the hardware needs to support all features of this new models.
DX11...
Type: Posts; User: Demirug
There are additional compute shaders models (4.x) for Direct3D 10/10.1 level hardware. But you would need new drivers and the hardware needs to support all features of this new models.
DX11...
Yes you can. The actual syntax for a sample operation is:
DXGI_FORMAT Object.Sample( sampler_state S, floatx Location [, int Offset]);
You can combine every sampler state object with every...
DX11 support older hardware, too. You just can’t use all features. There are six well defined feature levels for different hardware.
It was always possible. I could not see why 3.2 should motivate more game developers going this way than before. If you don’t target the Mac or even more unlikely Linux there is simply no good reason...
Nvidia has some new OEM hardware that supports 10.1 (G210 & GT210). Beside of these the Direct3D 10.1feature level says all or nothing. Therefore it’s quite possible that a chip that doesn’t support...
This could be a solution. For Vista/Direct3D Microsoft goes even an additional step by translating any API version older than 9 to driver calls for the 9 version. Additional there is an automatic...
The “XNA Framework” (XNA is a brand that includes native DirectX) is a managed wrapper around the native DirectX versions for the PC and the XBox 360. Therefore you don’t have the same level of...
It isn’t such a big problem to use both APIs in one program. But XP support will drooped one day and for Direct3D 9 hardware we will get 10 Level 9 in Direct3D 11. So we are back to one Direct3D API...
While I agree that most game developers will stay with Direct3D 9 more and more add an additional Direct3D 10 path. There are even some titles in development that will require Direct3D 10.
...
So far the only announced chip that allows you to write your own custom 3d pipeline is Larrabee. So far there is no public information how well it will perform for this use case. Let’s assume it can...
That “Direct3D Retained Mode” is something complete different. It was some sort of high level engine that was part of the first Direct3D version. It was hardly used and I know only one game that was...
What do you mean with an index buffer object? While former Direct3D versions have dedicated index buffer with Direct63D 10 you just create a buffer (with an index buffer binding flag) and use it as...
The main argument for a common GPGPU shader API Element is the common part. As long as GPGPU Applications are bound to hardware from one manufacture I don’t see them ready for mass market. The...
That’s unlikely as Direct3D is Microsoft’s way to access GPUs. Maybe they will rename it in the future if GPGPU becomes more poplar.
DirectSound functionality is already mostly replaced with...
That’s the way the new Direct3D “Tech level“ system works. If you can create a device for a tech level (currently 10 and 10.1) anything that is part of this level will work.
It’s right that you...
Well, it is not properly virtualized in the sense that memory limitations in the driver and on the GPU, are transparent to the developer. I would not call it properly virtualized until we can render...
You overrate the resources that Microsoft has available. ;)
I believe the main problem here is that most people see Direct3D 10 as an API while for Microsoft it is something more. There is the...
Nvidia commented these questions in the past.
The majority game developers (which are the primary users of these tools) prefer to see more features on the Direct3D side instead of an OpenGL...
Most games today waste millions of cycles by using an interpreted script language. We although sacrifice performances for flexibility on all other places.
This whole discussion has happens before...
I think one of the relevant C# applications in this context here is FXComposer.
The PS3 offers optional OpenGL ES support. But it’s hardly used by the developers. Anyway even if you use the OpenGL ES wrapper the shader language is still Cg and not GLSL.
It’s not only...
While the Direct3D Part of winelib is not perfect it already provides a high level of compatibility (hard and soft). Unfortunately there are some Direct3D constructs that are hard to map to OpenGL or...
The overall structure of Direct3D 10 is very similar to what we have seen from OpenGL 3.0 so far. That’s the reason why I had postponed any work on my Direct3D 10 to OpenGL wrapper.
The main...
Depends on the NDA. But it is not uncommon that a NDA is part of the NDA itself. In such cases you are not allowed to tell someone that there is an NDA.
Microsoft offers an additional software device for Direct3D 9 (not the ref rast). But as it is not part of the SDK this is not well known.