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post #111 of 185
Quote:
Originally Posted by Warmonger View Post

Quote:
Originally Posted by Shiftstealth View Post

So on that note, is anyone able to shed some light on what microsoft did and did not do to DX 11.1?
Click me.

Wait, so now you're posting the link that I posted and which you said was incomplete ? Needless to say you never answered that post where I pointed that out (again).
Edited by tpi2007 - 11/14/12 at 1:30pm
 
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post #112 of 185
Quote:
Originally Posted by Shiftstealth View Post

So on that note, is anyone able to shed some light on what microsoft did and did not do to DX 11.1?

Sure, here is what Anandtech had to say about it:
Quote:
Now that we’ve had a chance to take a look at the underpinnings of Windows 8’s graphical stack, how will things be changing at the API layer? As many of our readers are well aware, Windows 8 will be introducing the next version of Direct3D, Direct3D 11.1. As the name implies, D3D 11.1 is a relatively minor update to Direct3D similar in scope to Direct3D 10.1 in 2008, and will focus on adding a few features to Direct3D rather than bringing in any kind of sweeping change.

So what can we look forward to in Direct3D 11.1? The biggest end user feature is going to be the formalization of Stereo 3D support into the D3D API. Currently S3D is achieved by either partially going around D3D to present a quad buffer to games and applications that directly support S3D, or in the case of driver/middleware enhancement manipulating the rendering process itself to get the desired results. Formalizing S3D won’t remove the need for middleware to enable S3D on games that choose not to implement it, but for games that do choose to directly implement it such as Deus Ex, it will now be possible to do this through Direct3D and to do so more easily.

The rest of the D3D11.1 feature set otherwise isn’t going to be nearly as visible, but it will still be important for various uses. Interoperability between graphics, video, and compute is going to be greatly improved, allowing video via Media Foundation to be sent through pixel and compute shaders, among other things. Meanwhile Target Independent Rasterization will provide high performance, high quality GPU based anti-aliasing for Direct2D, allowing rasterization to move from the CPU to the GPU. Elsewhere developers will be getting some new tools: some new buffer commands should give developers a few more tricks to work with, shader tracing will enable developers to better trace shader performance through Direct3D itself, and double precision (FP64) support will be coming to pixel shaders on hardware that has FP64 support, allowing developers to use higher precision shaders.

Many of these features should be available on existing Direct3D11 compliant GPUs in some manner, particularly S3D support. The only thing we’re aware of that absolutely requires new hardware support is Target Independent Rasterization; for that you will need the latest generation of GPUs such as the Radeon HD 7000 series, or as widely expected, the Kepler generation of GeForces.

Anandtech
 
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post #113 of 185
Quote:
Originally Posted by tpi2007 View Post

Sure, here is what Anandtech had to say about it:
Anandtech
What review are you reading? Because this one states otherwise.
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post #114 of 185
Here is what I typed out before the lock ...
Quote:
Originally Posted by Shiftstealth View Post

There seems to be a disagreement about what microsoft changed in DX 11.1 you seemed to know the inside scoop of what they changed, and i was curious what you would be able to share other than someone elses work with you being a programmer and a Director of IT at a company i thought you might know something.
Thanks.

Others have posted what has been changed, and have commented on how it is just a tiny update and not something that is Earth shatteringly new that it would warrant being called DirectX 12.0.

I was simply commenting on War's unsubstantiated comments.

http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx


But then again, my position mirrors MANY others.

http://www.extremetech.com/gaming/140222-directx-11-1-will-be-exclusive-to-windows-8-is-microsoft-forcing-gamers-to-upgrade
Quote:
One must also wonder if Microsoft is using this seemingly artificial exclusivity as an attempt to drum up sales for the recently released Windows 8, which has been met with mixed reviews. Though the operating system isn’t even three weeks old, hard sales figures haven’t yet been revealed, and normally a company would want to shout fantastic sales from the rooftops whenever possible.

Of course, if Microsoft really is using DirectX 11.1 to artificially force its user base to switch to Windows 8, it can only do so much. A large part of the power lies with the developers — if they don’t actually use any of the new DX11.1 features in their software, then there’s little reason to actually need those features.
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post #115 of 185
Quote:
Originally Posted by Warmonger View Post

Quote:
Originally Posted by tpi2007 View Post

Sure, here is what Anandtech had to say about it:
Anandtech
What review are you reading? Because this one states otherwise.

Are you trolling or what ? That is exactly the same link I posted. If you're implying the first part of that page that talks about WDDM 1.2, don't mix-up WDDM 1.2 with DX 11.1. He was questioning what Microsoft has implemented in DX 11.1, not WDDM 1.2. And as far as I know, Microsoft ported DX 11 to Windows Vista without porting WDDM 1.1, so they are not a single entity. Not to mention that WDDM 1.2 does not give gamers any major benefits while gaming either. Again, this isn't WDDM 1.5 or 1.9, it's also a minor update in the grand scheme of things, even though the implementation of pre-emptive multitasking is important, it will be felt more in other usage scenarios besides gaming, where usually a single application (the game) is using the GPU.
Edited by tpi2007 - 11/14/12 at 1:48pm
 
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post #116 of 185
Quote:
Originally Posted by tpi2007 View Post

Are you trolling or what ? That is exactly the same link I posted. If you're implying the first part of that page that talks about WDDM 1.2, don't mix-up WDDM 1.2 with DX 11.1. He was questioning what Microsoft has implemented in DX 11.1 not WDDM 1.2. And as far as I know, Microsoft ported DX 11 to Windows Vista without porting WDDM 1.1., so they are not a single entity.
I'm implying you obviously are using outside sources to backup your claims, I have explained in precise detail some of the major changes done with the API. The Anandtech linked by you backs up my statements. Lets make it clear there is huge differences between the interpretation of a PC gamer, and a game programmer.
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post #117 of 185
Quote:
Originally Posted by 47 Knucklehead View Post

Here is what I typed out before the lock ...
Others have posted what has been changed, and have commented on how it is just a tiny update and not something that is Earth shatteringly new that it would warrant being called DirectX 12.0.
I was simply commenting on War's unsubstantiated comments.
http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx
But then again, my position mirrors MANY others.
http://www.extremetech.com/gaming/140222-directx-11-1-will-be-exclusive-to-windows-8-is-microsoft-forcing-gamers-to-upgrade

Your position has and appears it will always be against Windows 8 because it is causing you work as you stated yesterday. However that is again getting off topic, as this is about performance and not about your opinion of Windows 8. However at least this time you posted some references.


I don't see how this will be any different than when people on Windows XP had to upgrade to Vista for 10 even though games still supported 9. I feel this will be the same event. Games will still support 11. Unless you need 11.1 for the apparent Stereo 3d feature or thats what i think it means.
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post #118 of 185
Quote:
Originally Posted by Warmonger View Post

Quote:
Originally Posted by tpi2007 View Post

Are you trolling or what ? That is exactly the same link I posted. If you're implying the first part of that page that talks about WDDM 1.2, don't mix-up WDDM 1.2 with DX 11.1. He was questioning what Microsoft has implemented in DX 11.1 not WDDM 1.2. And as far as I know, Microsoft ported DX 11 to Windows Vista without porting WDDM 1.1., so they are not a single entity.
I'm implying you obviously are using outside sources to backup your claims, I have explained in precise detail some of the major changes done with the API. The Anandtech linked by you backs up my statements. Lets make it clear there is huge differences between the interpretation of a PC gamer, and a game programmer.

You implied I'm using outside sources to back up my claim by posting the exact same link I posted ?

No, it doesn't back up your statements at all and, unless you make one of your previous posts clearer, I'm starting to think that you are making a big mix-up between WDDM 1.2 and DX 11.1, and thanks for admitting for the second time that I was talking about what gamers will have as benefits and not developers. Nobody here is denying there are changes and that some provide more tools for developers, but from a feature stand-point, there isn't anything really new that you can call game changer. For all of the changes that the consumers can take advantage of, AnandTech even says that all but one can be supported by current DX 11 hardware, that is, starting with the HD 5000 series and GTX 400 series.
Edited by tpi2007 - 11/14/12 at 1:57pm
 
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post #119 of 185
Quote:
Originally Posted by Shiftstealth View Post

Your position has and appears it will always be against Windows 8 because it is causing you work as you stated yesterday. However that is again getting off topic, as this is about performance and not about your opinion of Windows 8. However at least this time you posted some references.
I don't see how this will be any different than when people on Windows XP had to upgrade to Vista for 10 even though games still supported 9. I feel this will be the same event. Games will still support 11. Unless you need 11.1 for the apparent Stereo 3d feature or thats what i think it means.
Correct, games will follow the same trend of being backwards compatible, supporting older versions of DirectX. The only problem is, game engines are phasing out DirectX 9 support. Engines like Frostbite 2 doesn't have any DirectX 9 support, because the API is just too old (deprecated). Tho I don't see any reason for a hardcore PC Gamer to be running XP.
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post #120 of 185
Quote:
Originally Posted by Warmonger View Post

Correct, games will follow the same trend of being backwards compatible, supporting older versions of DirectX. The only problem is, game engines are phasing out DirectX 9 support. Engines like Frostbite 2 doesn't have any DirectX 9 support, because the API is just too old (deprecated). Tho I don't see any reason for a hardcore PC Gamer to be running XP.

Oh i wasn't saying use xp. I was saying it will be along the lines of the same transition as it was from DX9-10.

If you have Windows 7 this should not affect you is what i ment. Which is what i dont think 47 knucklehead understood.
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