Megadrive1988
Veteran
http://www.beyond3d.com/forum/viewtopic.php?t=8959&postdays=0&postorder=asc&start=0
DirectX10 / DirectX Next:
Goals
-Customers
-I/O Model
-Shader Programming Model
-Surface Models
-Topology Operations
-Frame-Buffer access in pixel shader
-Virtual Video Memory (yay!)
Goals
-Enable scenarios currently blocked
+Many desirable functions must still be performed on the CPU
-Add generality to reduce number of future scenarios that may get blocked
-Optimize interface to future OSs
+Better primitive throughput performance
+Better state change performance
+Better interoperation of multiple apps/processes
DirectX Graphics Trends
-DirectX Next: dynamic geometry/topology modification
+Move CPU/GPU transition to point of very low bandwidth
+Enable new capabilities for new GPU uses
General Programming Model
-Integer instruction set
-Support for more programming constructs
+stacks and arrays
-More flexible memory addressing
+less texture specific
-Resources are unlimited
+temporary memory store
+instruction count
+iterators, streams, etc.
-Non-real-time usage can be slow
+Performance may drop drastically below 640x480 10 Hz
-Improves hardware as an HLSL target
+All algorithms will at least compile instead of hitting instruction count limits
-Identical for all shader model 4.0 shaders
Since DX10 seems to have 4.0 Shaders, and R500 is said to be a DX10 part, and XBox 2 should have a derivative of R500, logic would say that Xbox 2 will have 4.0 shaders 8)
*waits for someone to blow a hole through that chain of assumptions*
DirectX10 / DirectX Next:
Goals
-Customers
-I/O Model
-Shader Programming Model
-Surface Models
-Topology Operations
-Frame-Buffer access in pixel shader
-Virtual Video Memory (yay!)
Goals
-Enable scenarios currently blocked
+Many desirable functions must still be performed on the CPU
-Add generality to reduce number of future scenarios that may get blocked
-Optimize interface to future OSs
+Better primitive throughput performance
+Better state change performance
+Better interoperation of multiple apps/processes
DirectX Graphics Trends
-DirectX Next: dynamic geometry/topology modification
+Move CPU/GPU transition to point of very low bandwidth
+Enable new capabilities for new GPU uses
General Programming Model
-Integer instruction set
-Support for more programming constructs
+stacks and arrays
-More flexible memory addressing
+less texture specific
-Resources are unlimited
+temporary memory store
+instruction count
+iterators, streams, etc.
-Non-real-time usage can be slow
+Performance may drop drastically below 640x480 10 Hz
-Improves hardware as an HLSL target
+All algorithms will at least compile instead of hitting instruction count limits
-Identical for all shader model 4.0 shaders
Since DX10 seems to have 4.0 Shaders, and R500 is said to be a DX10 part, and XBox 2 should have a derivative of R500, logic would say that Xbox 2 will have 4.0 shaders 8)
*waits for someone to blow a hole through that chain of assumptions*