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Windows Vista: DirectX10 D3D Intro

by Ryszard Sommefeldt on 12 September 2006, 08:36

Tags: Microsoft (NASDAQ:MSFT)

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What it all means, especially to the end-user

The GS brings extra flexibility and scope for new on-GPU effects, the spec and API itself cleans up the caps system and more explicitly defines image quality, the runtime has significantly less overhead, the new integer instruction set and HLSL-only should make it easier for developers to write SM4.0 shaders under D3D10, and the OS itself -- Vista -- is the willing and enabling host for it all.

DirectX 10 won't be available on Windows XP, as you might well know by this point, and D3D9 performance will be slightly up on Vista because of the new driver model and runtime architecture. So for a PC gamer, Vista should hold significant appeal in the long term.

For the developer, if you also count in tools, docs and general developer support from Microsoft and the main IHVs, it means a system more flexible, powerful and (mostly) easier to use.

That brings us on nicely to what it means for you the end-user (although hello to any devs having a read!), after wading through some of the technical details. The simple reality is that Vista and D3D10 (and to some extent D3D9 while things transition over) will eventually enable developers to create even better looking and playing games and 3D apps, using ever more programmable graphics hardware.

There's a timeframe to consider, since Vista's not even here yet in retail form, but it's coming. The early looks at D3D10 in the first supporting SDKs, on Vista beta and RC builds, hold promise while we wait for hardware acceleration to work with.

There's a myriad of stuff missed out in this quick peek, not least some extensive coverage to come of GPGPU applications using the new D3D10 system and hardware, but for gamers you should look forward to some exceedingly good stuff on the next-gen Windows gaming platform in the coming years. Games will just get significantly better, providing developers stay smart.

That's the simple bottom line enabled by the next generation of DirectX technologies, especially D3D10.

More from us on DirectX and Vista in the coming months, including those ever-important first serious looks at performance, both with D3D9 and D3D10.


HEXUS Forums :: 10 Comments

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I think that some DX9 - DX10 images would be appropriate:




I'm really looking forward to DX10. The jump in game graphics quality will be immense, and it's a big selling point of Vista for me. It's also great news that coding will be simpler, as it will allow developers to spend more time finishing their games and not debugging the graphics. I only hope that the DX10 graphics cards are reasonably priced when they arrive!

EDIT:
Another image, in case mart_haj86 is right about the image being mocked
Looks great Silent_Shark however I think I read somewhere that the DX10 picture was an artist impression of what it could be like. But Im all for it if the water will definately look that real. :bowdown:
As a PC gamer, I can't help but feel that the only reason I will be really interested in Vista is to play a DX10 optimised/exclusive game on a DX10 GPU.

Hype aside, what will it give Joe Bloggs in the short term that warrants the upgrade price and likely need for new hardware over XP?

Security improvements will need to be proven and the media/HTPC market isn't that big.
Not a whole lot tbh, but then again most people switched over from 2000 to XP for the better games support..
mart_haj86
Looks great Silent_Shark however I think I read somewhere that the DX10 picture was an artist impression of what it could be like. But Im all for it if the water will definately look that real. :bowdown:

Yup, it's just an artists impression.

The far cry image is running on dx9 cards as well :p

rys
D3D9 performance will be slightly up on Vista because of the new driver model and runtime architecture.
I had heard this as well, but care to explain why exactly?

Finally, at what point does the list of instructions to the graphics card become a problem? We are adding more and more possible stages that can be done on the hardware without a call back to the CPU, but presumably that increases the instruction queue. Will that ever become detrimental?