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#51 |
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Mr. Upgrade
Join Date: Nov 2003
Location: Finland
Posts: 1,335
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There´s nothing wrong with tesselation as long as there are no textures
So I´d really like to see a flight simulator with flat shaded or gouraud shaded polygons and *heavy* tesselation. Me and 2 other persons would probably buy it too! |
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#52 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#53 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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GCN apparently is DX11.1. Is Fermi, or will NV have to wait for Kepler for 11.1 support? Or will NV skip 11.1 like they did with 10.1?
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#54 |
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Member
Join Date: Nov 2002
Location: In transit
Posts: 604
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Judging from this I'd say that Fermi supports DX 11.1. It seems to be more focused on easing programming than introducing new HW features.
Also with the DX SDK now a part of the windows sdk my guess is that we will not see IHVs skipping a "version" since the releases probably will slow down. A possible development here could be that ID3D11Device::CheckFeatureSupport will become a way for IHVs to implement new features between releases, similar to the extensions for OpenGL...
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"Artificial Intelligence can never replace Human Stupidity" |
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#55 | |
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Member
Join Date: Jul 2005
Posts: 683
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#56 | |
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Senior Member
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There were some so called API Hacks in the past (DX9) that activated additional features by passing magic numbers to specific functions that are normal used for something different. I m not aware that something like this has done for DX10+. Another way to add additional functions is to provide an additional layer above the Direct3D runtime. This layer will pass the regular call to the standard runtime. Extension calls are passed directly to the driver. Nvidia has done this to provide some 10.1 features for hardware that have no full support.
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GPU blog |
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#57 |
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Member
Join Date: Nov 2002
Location: In transit
Posts: 604
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Demiurg, interesting. I don't really know much of DX, but thought they would have put in a mechanism to allow for exposing features.
Will be interesting to see how often they release new windows SDKs, and thus new Direct3D features.
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"Artificial Intelligence can never replace Human Stupidity" |
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#58 |
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Senior Member
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I don't expect updates in a faster interval then service packs.
One of the main reasons to not allow custom features in DX is the pressure this generates on the IHV. If they want to see something in a new version they have no other choice as to find a common way. Beside of this it prevents that developers from writing custom code for every chip family from every party. Extensions are nice for researcher and for developers that can force their customers to use specify hardware. But if you are in the consumer software business (like games) the can quickly become a huge pain.
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GPU blog |
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#59 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,738
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Crush those API, no more drivers either, give us an ISA !
Too lazy to check the whole thread so just posting that link to DX11.1 http://msdn.microsoft.com/en-us/libr...(v=vs.85).aspx
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So many things to do, and yet so little time to spend... |
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#60 | |
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Member
Join Date: Jul 2010
Location: Istanbul
Posts: 727
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i find this
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SiS 6326 > Ti 4200 > 9800XT > 9800GT > GTX 460 Celeron 366 > Celeron 1700 > Athlon XP 2500+ > E6300 > Q9650 |
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#61 | |
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Senior Member
Join Date: Aug 2004
Posts: 2,454
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#62 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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I'm surprised that Fermi will not be DX11.1 compliant.
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