Let me see if I can explain my question. Since I have been interested in 3D hardware from a gaming perspective, I have seen 4 industry changes take place.
1. Hardware acceleration
2. Consumer T&L
3. Shading Technology
4. General Programability
From my perspective, hardware acceleration was such a benefit that the games in development quickly switched over to making this a requirement to play the game. This directly impacted me by having to upgrade as a price of admission for these new games.
Apparently, consumer Hardware T&L was not a great direct benefit to game developers. I suspect this is due to the rapid increase in speed of CPUs. Unless I am mistaken, the CPU was fast enough to adequately do the T&L since we were fighting fill rate and bandwidth issues throughout this period. Once the industry got insane FPS at 1024*768, I lost interest on that front and started watching FSAA/ansio numbers at this resolution. This hasn't directly impacted me as I haven't been forced to upgrade to HT&L.
Shaders have only been in the landscape for a short period. They must offer some fairly significant benefits to game developers since they are already being used to limited extents in several games. Unless I'm mistaken their uptake has been faster than for Hardware T&L.
As an extention of the shading comments, general shader programability seems to me to be almost as important as hardware acceleration was in the begginning. To me, this offers numerous benefits to game developers. These new languages allow a game developer to create a game with a single code paths that should provide wide support for the market as a whole. The first would be the path that points to the runtime compliation version. The game developer would probably add a second or third for specific top of the line graphic hardware but I suspect that this would be more about improved performance rather than additional feature set. That seems to be what JC is doing in DIII.
So assuming all of this is somewhere in the neighborhood of accurate, what comes next in graphics? Higher order surfaces? Do they offer a step change in advantages on the order of hardware acceleration? Any other items come to mind that would make game developers move towards incompatibility with DX9 hardware?
Since I can't think of any, it seems like a DX9 card will be compatible for a LONG time. It might not be as fast as some would like but compatible.
Thoughts?
1. Hardware acceleration
2. Consumer T&L
3. Shading Technology
4. General Programability
From my perspective, hardware acceleration was such a benefit that the games in development quickly switched over to making this a requirement to play the game. This directly impacted me by having to upgrade as a price of admission for these new games.
Apparently, consumer Hardware T&L was not a great direct benefit to game developers. I suspect this is due to the rapid increase in speed of CPUs. Unless I am mistaken, the CPU was fast enough to adequately do the T&L since we were fighting fill rate and bandwidth issues throughout this period. Once the industry got insane FPS at 1024*768, I lost interest on that front and started watching FSAA/ansio numbers at this resolution. This hasn't directly impacted me as I haven't been forced to upgrade to HT&L.
Shaders have only been in the landscape for a short period. They must offer some fairly significant benefits to game developers since they are already being used to limited extents in several games. Unless I'm mistaken their uptake has been faster than for Hardware T&L.
As an extention of the shading comments, general shader programability seems to me to be almost as important as hardware acceleration was in the begginning. To me, this offers numerous benefits to game developers. These new languages allow a game developer to create a game with a single code paths that should provide wide support for the market as a whole. The first would be the path that points to the runtime compliation version. The game developer would probably add a second or third for specific top of the line graphic hardware but I suspect that this would be more about improved performance rather than additional feature set. That seems to be what JC is doing in DIII.
So assuming all of this is somewhere in the neighborhood of accurate, what comes next in graphics? Higher order surfaces? Do they offer a step change in advantages on the order of hardware acceleration? Any other items come to mind that would make game developers move towards incompatibility with DX9 hardware?
Since I can't think of any, it seems like a DX9 card will be compatible for a LONG time. It might not be as fast as some would like but compatible.
Thoughts?