Firstly, the "Windows Graphics Foundation" / WGF naming has gone now. It's still mentioned here-n-there, but it's now officially going under the name of Direct3D 10 (WGF2) and Direct3D 9Ex (WGF1).
I would guess first generation of D3D10 parts are not really that "unified" in hardware.
The D3D10 specification only requires the API to see/use the shader cores in a unified manner. There isn't anything stopping the IHV's from using a more traditional specialized implementation.
I would not bet on a D3D10 port for Windows XP because D3D10 requires a new graphics subsystem that is not part of Windows XP.
Correct - Direct3D 10 will never appear on Windows XP. Not even some "lite" version. The story of XP and DirectX finished with DX9.0c...
I still think that MS should update DX9 to support SM4. Sure, users won't get the performance benefits of DX10, but I hate the idea of being forced to upgrade just to use the features in newer hardware.
I've seen this sentiment a few times before, and it really confuses me :smile:
How could you do anything with SM4 without the rest of the D3D10 pipeline and API? They're not seperable entities - they're completely tied together. The only thing you could do is bring a few of the looping/branching constructs downlevel - but once you'd made them compatable with the rest of the API I don't think they'd offer much beyond SM3 anyway...
D3D9 driver would be needed anyway for compatibility for any games using direct3D from version 2 to 9, no?
Under Vista, no - previous API's (9c and below) get remapped to D3D9Ex in the same way that XP remaps 7 (or is it 6?) and below.
is SM4 really that big of a deal? what does it bring on the pixel side, and are the vertex/geometry features really that important? (no game really use HOS, displacement mapping or vertex texturing)
SM4 is definitely a big deal - but whether you could say it was specifically because of the shader model or more generally about the D3D10 pipeline. As I mentioned above, they're tied together such that it makes it difficult to say that individual parts are that big a deal...
I've been working with D3D10 and SM4 for around 10 months now, and it I could easily write pages and pages about the various features that are just amazing
For example, one of the things I wrote about in my developer journal last night was the possibility of running an entire material system on the GPU. I don't expect anyone here to find that exciting (doesn't produce any jaw-dropping visuals!) but from a developers perspective it's very interesting. Allows for much more flexibility, much more simplification and you can get much more concurrency between the CPU and GPU.
Put together lots of little things like that and you suddenly have a much richer graphics engine - not only capable of operating much more smoothly than they do now, but the extra efficiency, flexibility and features should allow for some truly jaw-dropping results
Vista is coming around the end of this year I think
Mid October was the last guesstimate I saw.
Jack