| Username | huxflux2004 |
| Real Name | |
| Rank | Apprentice Member |
| Joined | August 20, 2004 |
| Gender | Male |
| Age | (hidden) |
| Location | somewhere, Fiji |
| Last Visit | September 6, 2008 |
| Post Count | 535 |
| Biography | |
| Quote |
Originally posted by Zorvan
Originally posted by Xris375
DOS ?
I'll bet there's not one member on ANY of Failcoms' development teams who know what DOS or COBOL is.
I am in. How much?
Originally posted by Bazanko
Dam and there was me thinking dx10 has some improvments.------------------------
Simple Stuff
------------------------
- Vista supports DX10, XP does not, only up to DX9.0c- DX9 hardware will run Vista(including aero glass) and DX10, but only run DX10 games using DX9.0L
DX10 contains the usual Vertex and Pixel shaders but also includes a
shader called 'Geometry shader' see here for further info http://en.wikipedia.org/wiki/Vertex_Shader#Geometry_Shaders
------------------------
Advanced Stuff
------------------------
- Part of the XNA framework (development kit for PCs and for the Xbox 360)
- Use of both integer and float point calculation.
- Direct3D 10 supports side-by-side installation with Direct3D 9.0L,
the version of Direct3D 9.0 for Windows Vista. Direct3D 9.0L adds features such as cross-process shared surfaces, managed graphics memory, prioritization of resources, text antialiasing, advanced gamma
functions, and device removal.
- Rapid occlusion mapping is supported.
- Fixed pipeline is being done away with in favour of a fully programmable pipeline (often referred to as a unified pipeline architecture), which can be programmed to emulate the same.
- Paging of graphics memory, to allow data to be loaded to Video RAM when needed and move it out when not needed. This enables usage of the system memory to hold graphics data, such as textures, thereby allowing use of more and
higher resolution textures in games.
- There is no limit on the number of objects which can be rendered, provided enough resources are available.
- Virtualization of the graphics hardware, to allow multiple threads/processes to use it, in turns.
- New state object to enable the GPU to change states efficiently.
- Shader Model 4.0, enhances the programmability of the graphics pipeline. It adds instructions for integer and bitwise calculations.
- Geometry shaders, which work on individual triangles which form a mesh.
- Texture arrays enable swapping of textures in GPU without CPU intervention.
- Resource View enables pre-caching of resources, thereby reducing latency.
- Predicated Rendering allows drawing calls to be ignored based on some other conditions. This enables rapid occlusion culling, which prevents objects from being rendered if it is not visible or too far to be visible.
Shader Model 4.0 vs Shader Model 3.0 Comparison table
Pixel Shaders dx9 SM3.0 dx10 SM4.0 Dependent texture limit No Limit No Limit Texture instruction limit Unlimited Unlimited Position register Yes Yes Instruction slots 512 65536 Executed instructions 65536 unlimited Texture indirections No Limit No Limit Interpolated registers 10 32 Instruction predication Yes Yes Index input registers Yes Yes Temp registers 32 4096 Constant registers 224 16x4096 Arbitrary swizzling Yes Yes Gradient instructions Yes Yes Loop count register Yes Yes Face register (2-sided lighting) Yes Yes Dynamic flow control 24 Yes
Vertex shaders dx9 SM3.0 dx10 SM4.0 # of instruction slots 512 4096 Max # of instructions executed 65536 65536 Instruction Predication Yes Yes Temp Registers 32 4096 # constant registers 256 16x4096 Static Flow Control Yes Yes Dynamic Flow Control Yes Yes Dynamic Flow Control Depth 24 Yes Vertex Texture Fetch Yes Yes # of texture samplers 4 128 Geometry Instancing Support Yes Yes
Posting a bunch of technical stuff without understanding a single line about it is not very constructive, is it? Do you have clue how the above things would allow for "better graphics"?
Originally posted by Dreamstrider
Huxflux; before I begin, I would like to ask the following:
Are you in any way a programmer or developer of graphical software? If yes, pleae cite your sources or point me to a demo that will show a dx 9.0 setup pulling off the same as a dx 10.0.
However, I will agree that most gamers wont really notice the differences, they certainly are there (I was at a Demo of the DX 10 Alpha held by funcom last year and one could really see the lighting effect differences for example) On the other hand, most games today don't include dx 10 features for the simple reason that it's too heavy for most computers to handle.
I work for the gaming industry, but am not a rendering programmer. I've seen the rendering guys complain about having to disable their nice special effects code when the client is working in DX9 mode though. And anyway, the tactic of artifically locking hardware and software functionality to force users to upgrade has been the norm since the beginning of personal computing. Whoever does not know that has to read up a bit, before becoming too enthousiastic about "next-gen" stuff.
Originally posted by Shiineko
Forget this game. I'm tired of looking at AoC posts because everytime I do my blood pressure shoots up to about 180 from EXTREME ANGER
I'm going to go take a crap when I get home and use that leather map to wipe myself, then I'll use the art book for my cat's litter box.
You are still here posting though. And if your pressure goes up to 18 because of a game, you should really seek professional help man. Thats is dangerous stuff.
Hm, the official forums of a game, packed with passionate followers, conducted a poll and resulted in enthusiastic numbers. How credible!
Do you Role Play?