Contents tagged with Direct X

  • DirectX 11 to get announced this month

    Posted by bink on July 9 2008, 10:29 PM. Posted in Direct X.

    Microsoft will start talking about DirectX 11 in less thantwo weeks. Sources have confirmed that Microsoft game technology conference, previously known as Meltdown and now renamed to Gamefest 2008, will be the place where Microsoft plans to officially announce DirectX 11.This conference takes place on the 22 and 23 July in Seattle, Washington and it will set you back $550 if you register online. You can find some more details about the conference here.The big feature of DirectX 11 is Tessellation/Displacement while we also heard that Multithreaded Rendering and Compute Shaders are part of it. DirectX 11 also brings Shader model 5.0 but we don’t know many details about it.It looks like  DirectX 11 will stick to rasterization as there is no any mentioning of Ray tracing support.Nvidia will also talk about DirectX 11 at its Nvision event / conference in late August 2008.

  • November 2007 DirectX Redist ...

    Posted by xMorpheousx416 on October 26 2007, 1:20 AM. Posted in Direct X.

    The latest update, is now available for download.  Both the web release, and the redist package. 

  • DirectX 10 for Vista was a mistake

    Posted by bink on August 26 2007, 2:40 PM. Posted in Direct X.

    According to an online survey by Valve Software, only one in fifty players who access download service Steam has a DirectX 10-compatible graphics card and Windows Vista installed. In an interview with heise online, Gabe Newell, president of Valve Software, said that Microsoft made a terrible mistake releasing DirectX 10 for Vista only and excluding Windows XP. He said this decision affected the whole industry as so far only a very small percentage of players can use DirectX 10. <cadv>

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    When developing cross-platform games which are also released fo Xbox 360 and Playstation 3, developers look for the smallest common denominator. And since neither Microsoft's nor Sony's new consoles support Shader Model 4.0 for DirectX 10, only few games use it, he said.

    In addition, Newell bemoaned the increasing lack of input device diversity in PC gaming culture. He would like to see controllers like the Wiimote or the Guitar Hero guitar, but since DirectX support for devices like these had increasingly been reduced over the last few years, developers didn't dare implement these expensive innovations.

    Continue At Source
  • DirectX February 2007 End-User Runtimes

    Posted by bink on February 15 2007, 3:25 PM. Posted in Direct X.

    This download provides the DirectX end-user multi-languaged redistributable that developers can include with their product. The redistributable license agreement covers the terms under which developers may use the Redistributable. For full details please review the DirectX SDK EULA.txt and DirectX Redist.txt files located in the license directory.This package is localized into Chinese (Simplified), Chinese (Traditional), Czech, Dutch, French, German, Italian, Japanese, Korean, Polish, Portuguese (Brazil), Russian, Swedish, and English.Download At Source
  • DirectX End-User Runtime Web Installer

    Posted by spy on August 7 2006, 4:25 PM. Posted in Direct X.

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    Microsoft DirectX is a group of technologies designed to make Windows-based computers an ideal platform for running and displaying applications rich in multimedia elements such as full-color graphics, video, 3D animation, and rich audio. DirectX includes security and performance updates, along with many new features across all technologies, which can be accessed by applications using the DirectX APIs.
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  • The People Behind DirectX 10—Part 1

    Posted by bink on June 27 2006, 11:10 AM. Posted in Direct X.

    ExtremeTech: Maybe each of you could quickly go over what your role is in the development and implementation of DirectX 10.

    David Blythe: My job is basically to spend a lot of time talking to game developers and to hardware developers and to talk about what problems we're trying to solve and what's practical to do in hardware, and then hammer out an architecture or design that encompasses as many of those things as we can in a coherent way. Then it turns into a much more detailed discussion about every little itty-bitty detail and writing specifications and then working with Microsoft's development team that builds the run-time that interfaces with the driver the IHVs write. And working with our SDK team to build samples and demos that show off how to use the system.

    Chris Donahue: David mentioned working with the IHVs and ISVs…there's a graphics advisory board that's made up of the big graphics brains around the industry. David and a lot of the guys on the DirectX team and the Graphics Platform Unit group spend time talking to, to find out, you know, five years from now, where are things going to be? And that stuff they take and turn into actual API code and ends up not only in the API but also in hardware. It's a really collaborate effort between Microsoft, the ISVs that actually consume the API and make applications, and the hardware guys.

    ExtremeTech: DirectX is of course more than just graphics. There's DirectSound, DirectInput, and so on. Will DirectX 10 change any of those things to a significant degree?

    Donahue: Not to DirectSound or DirectInput really. We actually have done a few things. If you look at some of the recent things we've talked about, for example the common controller. The Xbox 360 controller and all the peripherals work on Windows. To enable that, we've taken XInput, which is the API they use for Xbox, and converted that, or modded that to make it work on Windows. So now XInput is actually the preferred API if you wanted to take advantage of all the controls and components involved in the peripherals. As far as DSound, yeah, we're updating it to keep it sort of on track, but it's not continuing to invest in. There's other audio components and low-level and high-level stuff that's in the works, but it's not anything that we have an announcement about.

    ExtremeTech: What are the big bullet points—the main, big changes in DirectX 10 graphics over what we have in DX9? Continue At Source

  • Microsoft Planning To Add Physics Support To DirectX

    Posted by bink on June 20 2006, 6:57 PM. Posted in Direct X.

    Microsoft appears to be working to add physics support inside of its DirectX application interface, according to a job posting by the software giant. Microsoft is currently advertising for a software design engineer to join Microsoft's "Direct Physics" team, "responsible for delivering a great leap forwards in the way game developers think about integrating Physics into their engines," according to the posting.

    Physics simulation, according to Microsoft, "is a key part of the next generation gaming experience, bringing increased realism, greater immersion and more interesting experiences."

    Two independent physics SDKs are currently competing for developers: a solution from Havok, which has won hardware support from ATI and Nvidia, as well as Ageia, whose PhysX chip directly accelerates games.

  • Microsoft Will Not Release DirectX 10 for Windows XP

    Posted by bink on May 27 2006, 1:59 AM. Posted in Direct X.

    Microsoft Corp., the world’s largest maker of software, will not release next-generation graphics application programming interface (API) called DirectX 10 for the currently shipping Windows XP operating system (OS), instead, the company will keep the new API strictly for the forthcoming Windows Vista OS, despite earlier assumptions about DirectX 10 for the XP.During a DirectX 10-related event in London, UK, Richard Huddy, ATI Technologies’ software developers relations chief, said that Microsoft’s Vista will integrate DirectX 10 and DirectX 9 APIs for different types of hardware, but the current Windows XP will not get DirectX 10 support, as suggested some rumours earlier. For end users this means that to get the most advantages of the new-generation graphics processing units (GPUs), the new OS will be required.  Full story:
  • Microsoft DirectX 10 &amp; the Future of Gaming

    Posted by bink on May 7 2006, 3:23 AM. Posted in Direct X.

    Way back in the “dark ages” of computer gaming there were few choices to achieve hardware acceleration for 3D. The two most notable methods were OpenGL and 3dfx’ proprietary “Glide.” Glide required the use of specific 3dfx hardware while OpenGL is an open platform that is supported by the community and can also run under a Linux operating environment. With Windows, Microsoft decided to capitalize on what they saw becoming the multimedia experience. Microsoft developed a suite of APIs (Application Program Interfaces) that allowed software and driver programmers to access hardware components for specific functions. “DirectX” indicated the umbrella and underneath were the specific components, Direct Sound, Direct Input, Direct 3D and others.DirectX has evolved; DirectX 3, DirectX 5 (there was no DirectX 4 they skipped right to 5), DirectX 6, 7, 8 and now 9. Each version offered new features and more flexibility. DirectX 8 is considered the start of programmable shaders. Before DirectX 8, all its programming functions were “fixed” functions which means the game content developer could only utilize 3D effects that the video chipset specifically supported. For example if the graphics chipset (we don’t call fixed function graphics processors GPUs because they aren’t programmable) didn’t support dot3 product bump mapping then there is no way the developer could use that effect in their game. With the programmable graphics processor everything changed. The game content developer could now make any effect they wanted. However, in younger DirectX versions there were limitations to the number of constants, registers and program lengths they could use. DirectX 8 and 8.1 introduced us to “GPUs” (Graphics Processing Units) and contained Shader Model 1.1-1.3 (DX8.1 had SM 1.4). Shader Model simply referred to the features and flexibility of the programmable nature of the API.DirectX 9 brought the GPU into its own. At its introduction, DirectX 9 included Shader Model 2.0. Shader Model 2.0 was a very large leap ahead of Shader Model 1.4. Still, DirectX 9 had even more wiggle room. With DirectX 9.0c came the enablement of Shader Model 3.0. This newer version meant virtually unlimited program lengths and possibilities only imagined before on a GPU. However we haven’t exactly seen this utilized to its maximum potential in games due to graphics hardware performance limitations. The API is still more capable than the hardware it supports. While there is still a lot of capability left in DirectX 9 and Shader Model 3.0 yet to be realized in real world gaming, it is time to start talking about he next DirectX version, DirectX 10.Full story at source