is Directx 10 gonna surpass today's current engine
#1
Posted 20 February 2007 - 05:25 AM
i am abt to complete my first game based on car racing. My engine is based on directx 9. It took me long time to complete it and i wil lauch it in march.
Tel me whether it wil stands with other games this year or not cause i worked so hard for it and feeling somehow insecured as i basically used fixed pipeline which i heard that is being replaced by directx 10.
Also i don't have window vista. Tell me my game will run on vista system or not.
#2
Posted 20 February 2007 - 05:55 AM
U know first time, i m feeling thrill of it.
#3
Posted 20 February 2007 - 07:29 AM
#4
Posted 22 February 2007 - 10:48 PM
#5
Posted 22 February 2007 - 11:10 PM
#6
Posted 23 February 2007 - 02:31 AM
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Currently working on: the 3D engine for Tomb Raider.
#7
Posted 23 February 2007 - 03:44 AM
#8
Posted 23 February 2007 - 08:43 AM
#9
Posted 23 February 2007 - 11:02 AM
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Currently working on: the 3D engine for Tomb Raider.
#10
Posted 23 February 2007 - 01:02 PM
Show me an example of a DX10 demo that would not have been possible under DX9.
#11
Posted 23 February 2007 - 05:17 PM
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Currently working on: the 3D engine for Tomb Raider.
#12
Posted 23 February 2007 - 05:30 PM
In either case, MS said "Let there be DX10", and ultimately the market will have no choice but to upgrade to it, for better or worse. Until it hits mainstream, enjoy DX9 or OGL for the time being. SM3 is still quite powerful.
#13
Posted 14 June 2007 - 10:11 AM
So, if we're lucky, D3D10 will have some competition! :D
I myself cant wait to see all the features they'll implement on D3D10 and the new version of OpenGL. Should be quite interesting! :)
#14
Posted 14 June 2007 - 11:16 AM
GhostManZero said:
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Currently working on: the 3D engine for Tomb Raider.
#15
Posted 14 June 2007 - 01:11 PM
OpenGL 2.0 and "before" was implemented through extensions, they're going to build a completely new API for SM4 so it can be considered a true "new version" since they're actually changing the API and not just setting it as some new extensions, that's what i meant at least.
Quote
OpenGL Longs Peak will be a significant departure for us. While there will still be backwards API compatibility, the new "Lean and Mean" profile, and a substantial refactoring in terms of the new object model, make it in many ways an entirely new API design. This is an ambitious task and requires a high degree of commitment from the ARB members. We are already seeing some welcome participation from Khronos members who were not members of the old ARB, and hope to see much more.
While OpenGL Longs Peak will be implementable on current and last generation hardware, OpenGL Mt. Evans will only be implementable on the newest hardware available. The OpenGL Mt. Evans release will be a continuation of OpenGL Longs Peak, with a lot of new functionality added. Some of the highlights are: geometry shading, a more central role for buffer objects, and a full integer pipeline accessible via the OpenGL Shading Language.
#16
Posted 14 June 2007 - 01:13 PM
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Currently working on: the 3D engine for Tomb Raider.
#17
Posted 14 June 2007 - 01:36 PM
We all know extensions suck 'cos they usually behave differently from video card developer to video card developer, that's why GLSL sucks on most ATI cards, but rocks on nVidia cards (at least in my opinion, i keep getting incompatibilities when using ARB GLSL extensions to compile GLSL code that was working on an nVidia card, but was able to fix it.
So a redesign will probably do wonders! :D
#18
Posted 14 June 2007 - 01:59 PM
For Tomb Raider: Legend, we were having problems with nVidia's shader optimization code under D3D9, causing massive stalls whenever new shaders were loaded (and we used a LOT of them). To circumvent this, they released a new driver and we had to create a special texture in order to disable that feature.
Another one is nVidia's hardware shadowmap feature. In OpenGL, it's nicely exposed through an extension. On D3D, you just have to sample from a depth texture (which usually isn't allowed), which triggers the hardware shadowmap feature in the driver.
Sometimes, extensions can be nice. I do like D3D10's approach, though (and I guess the new OpenGL version). Just: everything is there, all features are supported, no caps checking, do your thing, it'll work.
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Currently working on: the 3D engine for Tomb Raider.
#19
Posted 14 June 2007 - 02:31 PM
I seriously hope D3D10 will have some good competition from OpenGL! ^^
#20
Posted 16 June 2007 - 08:25 PM
the geometry shader.
its like trying to make a splatted terrain with the fixed function, or bump
mapping with the fixed function.
making a splatted terrain without a shader is a complete pain involving
texture stages compared to simply adding weight factors together.
displacement mapping in dx9?
youd have to store multiple mip levels of vertices for all the geometry in the
level, so youd run out of ram before you could do anything.
the geometry shader tesselates it on the fly.
but you can do a displaced terrain with dx9, as long as you are on shader 3.0
that supports floating point textures, which is what the vertex shader uses
to perturb the vertices.
also another thing in directx10, is having access to the actual id's of the vertices
and triangles, which is so useful and was a real neglect not having it.
i cant believe how many times i wanted them.
directx 9, in my opinion is going to be a lot more of a running goose chase
(or was) to program with compared to dx10.
and ive just got my new dx10 video card and new dual core athlon. awesome.
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