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DirectX 10 vs Directx 10.1

post #1 of 77
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Not sure if this has been posted yet or not, but I was browsing around and stumbled upon this article.

Full Article
http://www.elitebastards.com/cms/ind...=103&Itemid=29



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Improvements over DirectX 10
As I'm sure you've already fathomed by now, DirectX 10.1 will be a superset of DirectX 10 - That is, it will support everything that DirectX 10 does (and thus all DirectX 10 compliant parts), but then add more in the way of features and performance to that offered by the base level of DirectX 10. So, before we start looking at additions to the DirectX 10.1 feature set, let's talk about where we'll be seeing improvements in the API.

One of the main improvements touted by Microsoft in DirectX 10.1 is improved access to shader resources - In particular, this involves better control when reading back samples from multi-sample anti-aliasing. In conjunction with this, the ability to create customised downsampling filters will be available in DirectX 10.1.

Floating point blending also gets some new functionality in DirectX 10.1, more specifically when used with render targets - New formats for render targets which support blending will be available in this iteration of the API, and render targets can now be blended independently of one another.

Shadows never fail to be an important part of any game title's graphics engine, and Direct3D 10.1 will see improvements to the shadow filtering capabilities within the API, which will hopefully lead to improvements in image quality in this regard.

On the performance side of things, DirectX 10.1 will allow for higher performance in multi-core systems, which is certainly good news for the ever growing numbers of dual-core users out there. The number of calls to the API when drawing and rendering reflections and refractions (two commonly used features in modern game titles) has been reduced in Direct3D 10.1, which should also make for some rather nice performance boosts. Finally, another oft-used feature, cube mapping, gets its own changes which should help with performance, in the form of the ability to use an indexable array for handling cube maps.



Additions over DirectX 10
One of the major additions which will impact image quality in DirectX 10.1 regards precision, in a couple of different disciplines. Firstly, this revision of the API will see the introduction of 32-bit floating-point filtering over the 16-bit filtering currently on show in DirectX 9 and 10 - This should see improvements to the quality of High Dynamic Range rendering which use this functionality over what is currently available. On top of this, overall precision throughout the rendering pipeline will also be increased, although to what level doesn't seem to have been publically specified at present. These increases in precision could make for an interesting challenge for the graphics IHVs, as it seems likely they'll be needing to spend a large number of transistors in future parts just to match these new requirements, let alone ekeing decent performance out of their GPUs when dealing with higher precisions than those we have seen thus far.

Again looking towards improvements on the image quality front, DirectX 10.1 will also see the introduction of full application control over anti-aliasing. This will allow applications to control the usage of both multi-sample and super-sample anti-aliasing, as well as giving them the ability to choose sample patterns to best suit the rendering scenario in a particular scene or title. Finally, these changes in DirectX 10.1 give the application control over the pixel coverage mask, a mask which is used to help to quickly approximate sampling for an area of pixels. This in particular should prove to be a boon when anti-aliasing particles, vegetation, scenes with motion blur and the like. All of this additional control handed to the application could allow for anti-aliasing to be used much more wisely and effectively, and controlled by game developers themselves, rather than the current 'all or nothing' implementation available, which basically amounts to a simple on-off switch.

To add further to the additional focus on anti-aliasing in DirectX 10.1, support for a minimum of four samples per pixel (in other words, 4x anti-aliasing) is now required (Although this doesn't necessarily mean that support for 2x anti-aliasing in hardware and drivers is a thing of the past).
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post #2 of 77
Hmmm
    
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post #3 of 77
Yea. It was thought when DX10.1 was first rumored that it would require new hardware and that the current DX10 cards wouldnt support it!
    
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post #4 of 77
Thread Starter 
Quote:
Originally Posted by wire View Post
Hmmm
lol
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post #5 of 77
I really hate reading these "new technology" articles... they always make me feel even more dumb then when I started reading them! Ha!Ha! Too many technical terms!

So whatever became of the idea of improving the software instead of improving the hardware? Remember DX9.0a, b, and c? There were huge improvements to Direct X on the software side........ uh oh, I just remembered Shader 2.0 and 3.0... I guess we needed new hardware for that, right? Well I was going to complain about DX10.1 and having to buy new hardware to use it, but I guess I'll keep my mouth shut... the same thing happened with DX9...

I think the gaming industry kind of screwed themselves when they said that DX10 was gonna be a huge change in the way we see games. I remember all the artist renderings of what Flight Simulator X was supposed to look like after DX10. Those pictures looked hyper-realistic! I really don't think we will see what we thought DX10 was going to be for at least a couple of years. Don't get me wrong, DX10 has improved some of the games out there and I imagine that Crysis will disappoint a lot of people (myself included) because we thought that DX10 was gonna be AWESOME when in fact it will be great, but not what we expected. Which really isn't a bad thing, we just need to give DX10 (and developers) the time to grow in to what DX9.0c was to us when it first came out.
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post #6 of 77
They should have just put,

"10.1 will run faster and better than DX10 witch is almost the same as DX9 but DX10.1 will be what DX10 was supposed to be".

That would have made it a lot better and easier to read.
    
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post #7 of 77
Quote:
Originally Posted by beelzebub_75 View Post
I really hate reading these "new technology" articles... they always make me feel even more dumb then when I started reading them! Ha!Ha! Too many technical terms!

So whatever became of the idea of improving the software instead of improving the hardware? Remember DX9.0a, b, and c? There were huge improvements to Direct X on the software side........ uh oh, I just remembered Shader 2.0 and 3.0... I guess we needed new hardware for that, right? Well I was going to complain about DX10.1 and having to buy new hardware to use it, but I guess I'll keep my mouth shut... the same thing happened with DX9...

I think the gaming industry kind of screwed themselves when they said that DX10 was gonna be a huge change in the way we see games. I remember all the artist renderings of what Flight Simulator X was supposed to look like after DX10. Those pictures looked hyper-realistic! I really don't think we will see what we thought DX10 was going to be for at least a couple of years. Don't get me wrong, DX10 has improved some of the games out there and I imagine that Crysis will disappoint a lot of people (myself included) because we thought that DX10 was gonna be AWESOME when in fact it will be great, but not what we expected. Which really isn't a bad thing, we just need to give DX10 (and developers) the time to grow in to what DX9.0c was to us when it first came out.
Yup, The EXACT same thing happened with DX9. Give it a year. Devs simply can't learn a completely new thing overnight. Some people just can't understand this.
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post #8 of 77
nice find dude rep+

Quote:
Yea. It was thought when DX10.1 was first rumored that it would require new hardware and that the current DX10 cards wouldnt support it!
actually it does...the current hardware doesn't support i.e. the users who own a current dx10 card won't get the cool effects/features that dx10.1 has to offer, although this would mean that we won't get the compatibility issue . I want to see screenshots comparison of 10.1 vs 10.
post #9 of 77
It seriously is a non-issue at this point. You won't see DX10.1 features in games for at least another year. It's been 10 months since DX10 and how many good implementations of the API have we seen? (The answer is zero at this time)

In addition, the article is only about DirectX3D. They are missing the most important part about XAudio 2... the replacement for DirectSound.
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post #10 of 77
Quote:
It seriously is a non-issue at this point. You won't see DX10.1 features in games for at least another year. It's been 10 months since DX10 and how many good implementations of the API have we seen? (The answer is zero at this time)
Do you see veture capitalist bothering to invest their money into this or publishers? I doubt it, unless developers start showing prototypes of dx10.1, I see no incentive for them investing the extra dollar for this.
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