chavvdarrr
Veteran
I'm not sure I like that bit.The DirectX 10 API will have completely new and faster dynamic link libraries (DLLs) and is supposed to run much faster. The company decided to cut the backward compatibility with DirectX 9, 8, 7 and lower in this API but there will be a way to use games programmed for those APIs. Microsoft will enable support for DX 9 or lower games through a software layer, meaning it might run slower.
*COUGH*bullshit *COUGH*The company did this to make the next API faster, it said, and at the same time will take some burden of the CPU runtime. At the same time we learned that DirectX 10 will have support for Shaders beyond Shaders, model 4.0.
It's coming with Longhorn but we learned that Shader Model 4.0 might come even before Vista.
Well, I don't know if improving the small batch geometry issues would really help improve geometry detail, but fixing the issues would definitely allow for larger numbers of simple objects.Dave Baumann said:MS themselves are putting around suggestions of a 10x performance increase as a result of solving the small batch geometry issues; somehow I doubt those numbers will make it to fruition at that level, but there could be a genuine case for higher geometry detail with DX10 apps.
The DirectX 10 API will have completely new and faster dynamic link libraries (DLLs) and is supposed to run much faster. The company decided to cut the backward compatibility with DirectX 9, 8, 7 and lower in this API but there will be a way to use games programmed for those APIs. Microsoft will enable support for DX 9 or lower games through a software layer, meaning it might run slower.
DOGMA1138 said:does this makes sence at all?
DirectX is a software, so unless what fuad is saying - is that DX10 wont allow any DX10> hardware acc, i realy dont understand what does he means by "software layer".
Could you either elaborate or dumb this down just a touch, I don't quite get it.Demirug said:To remain full truth at least there is a new thunk layer in the LDDM. In the case that the hardware supports SM2.0 or higher the common base contains some functions that translate all fixed function vertex and pixel processing to shaders. This will make it easier to write drivers. It reduce the overheade between runtime and driver, too. Because of this I don't expect a performance penalty from this translation. If a game don't use any fixed function processing at all this thunk is not used anyway. The use of fixed functions processing is not longer recommend even for XP and the XBOX 360 API don't support it at all.
digitalwanderer said:Thanks Demirug, I don't quite get it but I'm still drinking my coffee....a few hours of pondering it/waking up should bring clarity.
Again, thank you.
_xxx_ said:As I get it, DX9 still supports fixed function T&L like on the first generation GeForce cards (which are not freely programmable) and DX10 will translate all that code into code for the HW which _is_ programmable (non-fixed function) like for example current high-end DX9 cards.