Microsoft said:Design goal: 1/10th overhead of D3D9
Alstrong said:Microsoft said:Design goal: 1/10th overhead of D3D9
Does that extend to D3D8? (majority of current games)
Would it affect opengl in any way? (Actually, will MS include better support for opengl in longhorn? unknown?)
trinibwoy said:Not according to the fifth slide from the first link -
Continue OpenGL support
Important component of the Windows platform, particularly for high-end workstation applications
and
Microsoft OpenGL improved
Hardware accelerated
Via Common Graphics Pipeline
Upgraded API support for CAD applications
GL 1.2, Necessary Extensions
Alstrong said:Microsoft said:Design goal: 1/10th overhead of D3D9
Does that extend to D3D8? (majority of current games)
edit:I mean, there is going to be backwards compatibility with that, right?
Would it affect opengl in any way? (Actually, will MS include better support for opengl in longhorn? unknown?)
We can also expect Microsoft to come through with a much more detailed and stringent specification for WGF 2.0. It seems that the extent to which DX9 hardware can vary has gotten their attention. In one of the sessions we attended, it was stressed that Microsoft doesn't want software developers to have to cater to multiple hardware paths in order to get good performance. In fact, they went so far as to say that they wanted a tight enough spec so that WGF 2.0 hardware would all support the same features implemented in the same way. Fore shadowing this, all capability bits have been eliminated from WGF 2.0 (meaning that either hardware either will or will not support exactly the same set of functions as all other WGF 2.0 hardware). Vendor specific extensions will still be accessible through OpenGL, and we can still expect the top graphics IHVs to try and differentiate themselves somehow. It may just become more of an AMD/Intel type of race where the differences come down to the underlying hardware architecture and technology.
Wunderchu said:In fact, they went so far as to say that they wanted a tight enough spec so that WGF 2.0 hardware would all support the same features implemented in the same way.
From: http://www.anandtech.com/tradeshows/showdoc.aspx?i=2403&p=4
Higher level capabilities. Microsoft can dictate what ROPs are supported, but not how that support is implemented.trinibwoy said:NV40 and R420 support all the same features of SM2.0 (besides the precision difference) yet their architecture is quite different. Is Microsoft going to tell ATI to implement Nvidia's Z/Color ROP scheme and tell Nvidia to start assigning tiles to each quad like ATI does? Or does this apply to higher-level capabilities?