Not only is it a much cleaner is nicer API that eliminates a lot of nonsense that used to exist at the application level, the performance rocks, even with totally immature drivers!
I've been porting the shadows demo and I've got just simple shadow mapping up and running... and it's literally twice as fast in DirectX 10 as in DirectX 9. Granted one probably won't see that sort of increase once the bottleneck is shifted significantly back onto the GPU, but conversely this efficiency allows asymptotically simpler algorithms that used to be too slow due to abnormally large pass overhead. Should be interesting to see how much performance can be squeaked out of D3D10
Anyone else have similar results, or is it just me? I'm really surprised and happy to be seeing this so early as I've done *no* optimization in D3D10 yet... not even putting stuff into constant buffers, etc. which is pretty easy. Hopefully there are even more speed improvements to come!
I've been porting the shadows demo and I've got just simple shadow mapping up and running... and it's literally twice as fast in DirectX 10 as in DirectX 9. Granted one probably won't see that sort of increase once the bottleneck is shifted significantly back onto the GPU, but conversely this efficiency allows asymptotically simpler algorithms that used to be too slow due to abnormally large pass overhead. Should be interesting to see how much performance can be squeaked out of D3D10
Anyone else have similar results, or is it just me? I'm really surprised and happy to be seeing this so early as I've done *no* optimization in D3D10 yet... not even putting stuff into constant buffers, etc. which is pretty easy. Hopefully there are even more speed improvements to come!