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#1 |
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Member
Join Date: Jul 2008
Location: UK
Posts: 288
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Dont know if this is old but interesting read.
Microsoft unveils DirectX 11 New version adds compute shaders for GPGPU; completely compatible with DirectX 10 hardware Microsoft has revealed the first details on the latest version of its DirectX SDK at the Gamefest event in Seattle. Chief new features in version 11 are the new Compute Shader technology, which allows GPUs to be used for general purpose computing; support for tesselation, allowing models to be refined and smoother up-close; and multi-threaded resource handling to help games utilise multi-processor set-ups more effectively. Rather than require new hardware as DirectX 10 did, DirectX 11 will be completely compatible with DirectX 10 and 10.1 cards - but will, like its predecessor, only support Windows Vista. |
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#2 |
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Senior Member
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Before this gets out of hand: NO, you won't be able to run DX11-games with DX10(.1) cards.
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English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
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#3 |
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Crazy coder
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I would expect that if the game is written that way, you should be able to run it on DX10, even if it's using the DX11 interface. Much like DX9 games will work on DX8 cards if the game is written to work when only DX8 level features are available.
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#4 |
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Senior Member
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Exactly. The Direct3D 11 runtime can work in 3 different tech level modes: 10,10.1 and 11. Each mode let the application use a well define feature subset of the Direct3D 11 specification. The nice part is that even tech level 10 got some Direct3D 11 features. If the IHV doesn’t provide new drivers for this feature the runtime will emulate them to make it compatible with current drivers. Therefore if a game only requests a tech level 10 device as minimum it will work with the Direct3D 10 hardware out there.
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#5 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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#6 |
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Specious Misanthrope
Join Date: May 2003
Location: Treading Water
Posts: 7,461
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#7 |
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Member
Join Date: Jul 2002
Posts: 766
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#8 |
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Senior Member
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It would run by using the Direct3D 7 runtime (and parts of DirectDraw). On Vista the Direct3D 7 runtime translate the “old” calls to Direct3D 9 driver calls.
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#9 | |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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Quote:
ie: the is no direct3d 9.0 unless you meant "The Direct3D 11 runtime can work in 4 different tech level modes: 9,10,10.1 and 11" with calls older than 9 being translated to 9 ? |
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#10 | |
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Senior Member
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Quote:
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GPU blog |
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#11 |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,286
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So once DX11 hits, then WinOSwould have the following:
Driver interfaces
Direct3D Runtimes
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#12 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,497
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As i understand it Brit
Direct3D Runtimes Direct3D n - 9 runtime (talks to Direct3D 9 driver interface) Direct3D 11 runtime (talks to Direct3D 10, 10.1, 11 driver interfaces) |
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#13 | |
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...
Join Date: Feb 2002
Location: Cleveland
Posts: 4,286
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Davros, thats what I was thinking until Demirug said:
Quote:
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#14 |
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Senior Member
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Brit is right.
You can open a System32 folder on Vista and you will find the following files. D3D8.dll D3D9.dll D3D10.dll D3D10_1.dll (if SP1 is installed) The older runtimes are include somewhere in the DirectDraw components. The Direct3D 11 runtime will be in a D3D11.dll.
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