Post by Clone on Sept 26, 2009 21:42:24 GMT -4
it seems as though Microsoft only like having one version of DX out for 3 years and then blowing it away with another version. this time its DX11, and they have truly pulled out all the stops.
many people still are living in the DX9 era but this may bring that to an end. DX11 is capable of diverting regular processes off of the processor and on to the GPU to off load some computing aspects (as of right now that's only done with Microsoft based stuff). however with this being a universal GPU accelerated form and is capable of running on bolth ATI and Nvidia there will be a much greater acceptance by programming community and we should be seeing a large flurry of patches and upgrades to this.
along with adding that to the native list, it is 100% backwards compatible with all DX10 GPU's which have gathered a vary large market share within the past 2 years.
but the clincher for it are a few things that will completely change the way games are computed on the GPU. Within a DX11 native GPU there will be a tessellation unit. this allows the GPU to to break down bulky geometric objects and compute much finer more dense objects that will resemble the real world much more closely. this would effectively allow a game to be rendered at exponential resolutions without and loss in perceived character detail and allow the object in question to be multiplied to sizes far beyond the current detail lvl.
another addition to the architecture is a small redesign on how the GPU will hold, access and transport information, however most people wont cair about that so i will skip it.
best part of all, unlike DX 10, DX11 will be ported back to the previous Windows number, Vista will receive the update to DX11 and Windows 7 comes native in it.
and questions just ask away and i will attempt to answer them to the best of my extent.
many people still are living in the DX9 era but this may bring that to an end. DX11 is capable of diverting regular processes off of the processor and on to the GPU to off load some computing aspects (as of right now that's only done with Microsoft based stuff). however with this being a universal GPU accelerated form and is capable of running on bolth ATI and Nvidia there will be a much greater acceptance by programming community and we should be seeing a large flurry of patches and upgrades to this.
along with adding that to the native list, it is 100% backwards compatible with all DX10 GPU's which have gathered a vary large market share within the past 2 years.
but the clincher for it are a few things that will completely change the way games are computed on the GPU. Within a DX11 native GPU there will be a tessellation unit. this allows the GPU to to break down bulky geometric objects and compute much finer more dense objects that will resemble the real world much more closely. this would effectively allow a game to be rendered at exponential resolutions without and loss in perceived character detail and allow the object in question to be multiplied to sizes far beyond the current detail lvl.
another addition to the architecture is a small redesign on how the GPU will hold, access and transport information, however most people wont cair about that so i will skip it.
best part of all, unlike DX 10, DX11 will be ported back to the previous Windows number, Vista will receive the update to DX11 and Windows 7 comes native in it.
and questions just ask away and i will attempt to answer them to the best of my extent.