And you still believe it, without evidence.
I take it your expertise in software design and implementation is extensive. Sorry, could not resist (pun intended).
And you still believe it, without evidence.
Name one Direct3D 10 feature that you think is impossible/difficult to implement in XP, and example of game/application that depends on it.loooooooooooooot
It's not about DX API, it's about driver model. Graphics stack changed completely between XP and Vista and shell (UI) as well as IE are tightly coupled with it for performance reasons. If you pull WDDM in, you have to change the underpinnings of Explorer, UI controlls, IE and probably a dozen more applications. The alternative is updating old driver model with new features. How many HW vendors would update their XP drivers with tons of new features? Here's a guess: none would.Name one Direct3D 10 feature that you think is impossible/difficult to implement in XP, and example of game/application that depends on it.
This is entirely irrelevant, driver model is not a D3D feature.It's not about DX API, it's about driver model.
What you say provides factual reasons why there was need for D3D 3, D3D 5, D3D 6, D3D 7, D3D 8, D3D 9, D3D 10, and D3D 11. But it has nothing to do with nonexistence of D3D 10 for XP.The API to channel the hardware-abstracted information is rigid.
Driver model has everything to do with this. Drivers on Vista+ are built around a completely different infrastructure provided by the OS than they were on XP. All of the drivers had to be mostly written from scratch. The way driver is being notified about stuff application does in DirectX is different; when it's notified changed; how you divide resources have changed; everything is different. DirectX APIs "just work" because there's a DX infrastructure and gfx driver underneath that deal with applications' requests.This is entirely irrelevant, driver model is not a D3D feature.
You can prove me wrong, by giving me example of game/application that "uses Vista driver model".
Of course I know you can't do it, but I needed to illustrate you technical absurdity of this explanation.
There are only 3 ways to get DX10 features on XP:
If this is your way to say you can't name one, I rest my case.For the love of God, you can't just separate out D3D from a DX version like that.
Christ.
Driver model is your red herring. I gave you simple task:Driver model has everything to do with this.
Drivers on Vista+ are built around a completely different infrastructure provided by the OS than they were on XP. All of the drivers had to be mostly written from scratch. The way driver is being notified about stuff application does in DirectX is different; when it's notified changed; how you divide resources have changed; everything is different. DirectX APIs "just work" because there's a DX infrastructure and gfx driver underneath that deal with applications' requests.
You have to realize that you can't get DX10/11 features without support from the driver. You just can't. So what and how driver does matters profoundly. DXGI doesn't exist on XP and it's required to even start any DX10/11 application. And none of the XP drivers supported it because it didn't exist on XP. And you can't just make it part of the XPDM because it requires system-wide facilities for virtual video memory, proper scheduling, fault tolerance and many others. These come with WDDM.
Hardware manufacturers do have been working on two generations of drivers in parallell since Vista came out. They continually release Windows XP DX9 drivers for their DX10 and DX11 level hardware. The work hasn't stopped. It's just that one of those two driver generations has to be limited to DX9 level.There are only 3 ways to get DX10 features on XP:
- rev DX9.0c to DX9.0d or DX9.1 or something, essentially forking and fragmenting application development even more, requiring hardware manufacturers to work on two generations of drivers in parallell
For once again, you are making assumption that DX10 level hardware magically requires Vista WDDM to function.- port WDDM to XP with everything that comes with it, pretty much making a completely new Windows XP (remember not to charge consumers for this work, after all they are certain it was done magically by itself)
Great, now all you need is to explain exactly why Windows devs would have to refrain from going one step further and exposing also DX10-level features. What magical force would stop them from throwing in support for geometry shaders, texture arrays, SM 4.0?- create a fake DX10/11 layer on top of DX9 making APIs consistent but exposing only DX9-level features through DX10/11 APIs, essentially changing nothing
You are the one who believes in extraordinary claims without evidence, and against counterevidence.We occupy this space called reality, stick with it.