DirectX9 Beta3 released

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DemoCoder

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DX9b3 was released to beta testers today. I'll let someone else who wants to violate their EULA describe what's new. But, as you would expect, this late int he game, there aren't too many radical alterations.
 
Thanks for the news. It's running a bit late, however, when we have to go through at least one Release Candidate and still hit Final in November.

Just one quick question: Is the caps to expose extra features under VS 2.0 and PS 2.0 changed? (No, I'm not talking about VS 3.0 and PS 3.0).
 
MS's schedule for DX9b3 was "late September", so the beta is about 2 weeks late.


For your other question, I'll answer in PM.
 
The full SDK is up. DX8.1 shader (debug) quirk is a hassle. It's going to be a close call for Q4 02 arrival...
 
Just one quick question: Is the caps to expose extra features under VS 2.0 and PS 2.0 changed? (No, I'm not talking about VS 3.0 and PS 3.0).

I doubt there will be caps changes for extra features, I have heard of current caps being extended to expose things like the full program lengths the chip can support.
 
There in fact, have been. You can now query, for example, if a VS2.0 or PS2.0 pipeline supports data-dependent branching, predicates, etc. We know which card this is for. :)
 
It appears that DX9 supports floating point Z buffer formats now. I don't know of any announced hardware that supports it, but it very useful for large scale sims.
 
DaveBaumann said:
R300 supports it.

Would that mean that Derek has a possible solution for his game engine + Radeon 9xxx problems on at least one of the 9xxx cards? You'd think the dev relations guys would have let him know about this possible route to take for the 9700...?
 
Well, perhaps the thing to be said is that r300 has the potential to support it. There's no guarantee that they will enable it in the drivers and DX9 has to be here in the first place anyway.
 
DemoCoder said:
It appears that DX9 supports floating point Z buffer formats now. I don't know of any announced hardware that supports it, but it very useful for large scale sims.
PowerVR has had a FP Z buffer since series 2.
 
Gosh, that is stretching my memory. I think** for Kyro it is almost IEEE except that the mantissa is slightly less precise.


(**so don't rely on this info :) )
 
Bigus Dickus said:
DaveBaumann said:
R300 supports it.

Would that mean that Derek has a possible solution for his game engine + Radeon 9xxx problems on at least one of the 9xxx cards? You'd think the dev relations guys would have let him know about this possible route to take for the 9700...?

FP Z buffer is not supported in ANY of the current ATI drivers. Period. And even under DX9, I can't use it.

Apart from that, how does an FP Z buffer solve my problem?
 
If you were to release the game for DX 9 and assume a floating point Z buffer, it would take care of the Z buffer precision problems you are having. It would still require a separate path than the W buffer.

Only problem is, how many years before you can release a game and assume that people have a floating point Z buffer?
 
Derek Smart [3000AD said:
]FP Z buffer is not supported in ANY of the current ATI drivers. Period.
Then that answers the question of why the dev rel guys didn't suggest it. Thank you.

And even under DX9, I can't use it.
Out of curiosity, is that because the drivers don't expose it, or because it doesn't help you problem even if working properly?

Apart from that, how does an FP Z buffer solve my problem?
Well, I thought perhaps when DX9 was released, then a sepate code path in your engine could use fp Z-buffer support on the 9700 to alleviate z fighting issues (I had understood that fp z gave more effective precision, much like a 32 bit z buffer would... perhaps I understood incorrectly?). Since any 9700 owner would likely have DX9 installed, and the codepath would be for that specific card, it wouldn't seem to be a problem for the engine to use such a method if available. Any other solution will be 9xxx specific as well, correct?

That only leaves the 9000 with a problem (which, granted, might be the bigger problem since it's a mainstream card and will be sold in greater volume).

Or, are you saying that fp Z-buffer, even if supported in hardware and drivers, wouldn't help your problem with respect to the 9700 at least?
 
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