Microsoft details DirectX 11: shader model 5, hardware tessellation, multithreaded computing |
Ó
Taking a step forward, Microsoft planned to not only improve in hardware rendering with the recently announced DirectX 11 API, but also expand the way software engineers could get their programs to work efficiently on modern computer hardware.
Upon reflection of the special feature by Kevin Gee of Microsoft (by way of Gamasutra's XNA portal), Microsoft plans to dive into the mechanics of multiple core and multithreaded computing by way of lower level hardware support.
Communicating with the computer hardware at the "down-level," DirectX 11 is expected to serve as the Windows Display Driver Model (WDDM) of the next Windows, just as DirectX 10 was to Windows Vista.
But unlike DX10, DX11 introduces a "no break" in-between the current generation API, in the same manner that DirectX10 introduced a discontinuity from DirectX 9. As announced before, DirectX 11 will be backward compatible with DirectX 10 hardware and supporting operating systems.
This would mean that Windows Vista and DirectX 10.1 hardware will be able to handle DirectX 11, though Gee confirms that the next generation application programming interface will release by the time the next Windows operating system ships to shelves as well.
In DX11, programmers will be able to streamline engineering of software for multi-core and multi-CPU computers. This is because Microsoft plans to not only implement rendering contexts (processing scheduling) and deferred contexts, but also asynchronous API calls.
This asynchronous system extends to communications and transactions between a multi-core CPU and a GPU, or a multi-core CPU and a multiple-GPU card, which either option would heed the instructions as listed by the primary immediate context and the added deferred contexts.
In addition to that, DX11 takes the idea of general purpose GPU processing and mixes in cross-hardware support. Regardless of graphics chip manufacturer, all modern GPUs with shader processors can be used for helping in processing applications.
But for graphics powerusers and game developers, perhaps the most interesting feature that DirectX 11 has planned for implementation is the inclusion of hardware tessellation. Microsoft's engineers introduced three hardware stages for the rendering pipeline that will allow high power GPUs to perform tessellation over hardware: the hull shader, the tessellator, and domain shader.
With DX11 also comes new texture compression methods BC6 and BC7. Microsoft boasts that these two compression formats are the best they can offer for the ratio of high-quality over performance.
Block compression 6 (BC6) compresses high dynamic ranging (HDR) data at a ratio of 6:1, given hardware support for decompression. BC7 offers 3:1 compression ratios for 8-bit low dynamic range (LDR) data.
DirectX 11 also introduces Shader Model 5 for High Level Shader Language (HLSL), providing a better way graphics programmers will be able to implement shader programs. It also adds double-precision support, which allows programmers to tackle shader specialization with polymorphism, objects, and interfaces.
Related Articles:
Via Gamasutra
Contact Us:
The QJ.net Network |
|
| Site | Feed |
| QJ.NET | RSS |
| Nintendo DS | RSS |
| PlayStation 3 | RSS |
| PSP Updates | RSS |
| Wii | RSS |
| Xbox 360 | RSS |
| MMORPG | RSS |
| Personal Computer Games | RSS |
| iPhone - iPod Touch | RSS |
| QJ.NET Forums | RSS |
User Favorites - December
User Favorites - December
Categories
Archives
December 2009
November 2009
October 2009
September 2009
August 2009
July 2009
June 2009
May 2009
April 2009
March 2009
February 2009
January 2009
December 2008
November 2008
October 2008
September 2008
August 2008
July 2008
June 2008
May 2008
April 2008
March 2008
February 2008
January 2008
December 2007
November 2007
October 2007
September 2007
August 2007
July 2007
June 2007
May 2007
April 2007
March 2007
February 2007
January 2007
December 2006
November 2006
October 2006
September 2006
August 2006
July 2006
June 2006
May 2006
April 2006
March 2006
February 2006
January 2006
Comments [refresh]
i was almost very mad there. i just got 2 8800GTX's. if they bexame incompatible that would suck.