DirectX 11

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Doubt I'd want to take in in the car or anything, I just find it pleasant music and one of the very few games where I don't mute the music. Most racing games I turn off music the first day and leave it off. Anyway, I have been playing Oblivion while doing windows installs, updates, defrags, etc. and find myself just listening to the music.
 
I bought morrowwind just before Oblivion but have not played it yet. *ES noob* But I find the oblivion tune coming out of my mouth at weird times too. The opening BF2 video's music used to do the same thing to me.
 
Anyone know when the K12 is coming out? I heard future processors might run on fingernail clippings and chest hair, and they'll be 324987329723 times faster.

What about hovercars? The anti-christ?

:roll:

Say a prayer. God knows.
 
Geez, already talking about dx11?? how about DX12!!
As human civilization will continue, the technology as well will advance, You can wait forever and there will always be something better than todays "top of the line" Even if they did plan on dx11, it will be in several years to come, just like S.M 4.0A Technology that is still years ahead of us gamers. The physixs isnt real, its just calculated algorithms, estimating the probable turnout of certain objects. SO please dont mention any type of upcoming technology is you know nothing about it. Leave that to the n00b's

But the way, hows everybodys summer vacations going along??
Me just lots of lan parties ahead :twisted:
 
Well, I can see that this thread has digressed just a tad... :roll:

Anyhow, to Cleeve:
Check http://www.3dvisor.com/ The price seems to have come down a bit from the release.

-mcg
 
Buy a Ps3 it can already do this, im running linux on my ps3 and running a frame renderer on this it renders in real time, besides the games that are in works force unleashed ect. which use real time rendering it requires alot of power.


 
This thread is about Direct X11 speculation; the PS3 uses a Direct X9 GPU based on the G70.
 
Well, AMD has listed on their roadmap for late 2008 and into 2009 about DirectX 11-based GPUs based off of R7xx using Shader Model 5.0+... something tells me they know something we don't.

Ray-tracing is just way too far off. The problem is that, once you transition to ray-tracing, you're immediately talking about a large step backwards until it scales. I don't think consumers will be too happy with that.

My best guess is that DX11 will have some more shader feature support (not sure if geometry shaders support branching and looping yet, if not, that's probably coming), increased memory management support (including the memory virtualization that seems to have been nixed in DX10), and some increased integration with a new 3D audio API (which Microsoft is currently working on).
 
To get back to the original poster, though... computer graphics and animation are nothing more than mathematical approximations of real-life phenomena. All that will happen in future years is for the approximations to get more and more precise.

If you want REAL, though, get outside and create it. Barring that, you're left with the best possible mathematical representation.
 


This is true killer_roach. I use Studio Max 9 to create models and animations from them, sometimes including figure models from Poser 7. It's a hellish amount of CPU power to render just one second of animation at 30fps especially when you start to include your post processing effects, advanced lighting and a little motion blur which can easily pile up 1 second of animation to 90+ frames of rendering at video quality resolution. There is a reason these folks use RENDER FARMS!

Back to the original dude's question and from my experience with rendering "real" raytracing,..., WHY!, would you want to do that in a game????

Fake is good. It makes it quick easy and available to all. Just like a movie studio. They don't really build a whole town or civilization everytime the make a movie. Its all fake, sets but you can't tell the difference if its done right.

I love fake, long live FAKE!!!
 

Some university showed real time raytracing using the Geforce 8800 GTX during the Cebit. It was interesting stuff but almost nobody paid attention thanks to the almost nude girl 15 feet away and the ongoing body painting...
 
I heard that MS is releasing DirectX 11 in Q3.

I heard it was easy to code because nobody even has real DirectX10 hardware or software yet so all they had to do was update the text on the Windows Software box.
 


Yep... some minor updates, not so much new. Any big leap will have to wait some years more...
 
Want real do ya? Well, I'll let you in on a secret. Today I played a completely 3D game, where I sat in a capsule of sorts. It was a driving game, and it was awesome. Dirt got splashed all over my windshield and was streaked when the wipers went to clean it, cars swerved, the AI was insane with other drivers even getting pissed off at me at times, flicking me off, and then constantly trying to passing me in retaliation. Hell, at times I even had to worry about engine trouble, due to the lack of previous maintenance on the car. And physics? Boy were there ever physics. When cars collided you could see pieces of the body work fly off, distinct crumple patterns, and completely unscripted swerving.

Wait a minute. I'm sorry, that was my commute to work this morning. ****, I guess reality isn't too far way then, is it? A game is a game, you want reality, walk outside.
 
Most of you are missing the OP's point. To the OP, I severely doubt this will happen for another 15 years. When it does, it will completely revolutionize the graphics and physics engine industry. I doubt DirectX or OpenGL would be the systems to even begin to handle this. Either something else would arise, or DirectX would undergo another severe overhaul.

I believe what you are talking about is something I have a dream about. I've wanted to develop an engine system that will do just what you are talking about.

- Light effects rendered based on the material the light is striking, and the light consequently traveling back to the "eye," aka the camera.

- Virtual worlds built not out of 2D planes floating in space, connected at the edges, with shader texture layers applied over top; but as actual 3D materials, surfaces, fluids, gaseous clouds. Worlds built out of "atoms" as it were. This would enable true fluid dynamics modeling to occur.

- Physics rendering systems based on the material system mentioned above. For an FPS example, if you shot someone, they would die because your bullet or plasma bolt would cut or sear into them, slicing a blood vessel built into their character model which is feeding their body energy, causing them to bleed out and die. :: You could fire a tactical nuke at a cliff, and the explosion would blow a hole in the cliff, possibly sheering off rock and biting into the lake bed above. The water would then flow out in a waterfall because its bed had been disrupted.

The greatest benefit I see to all this is honestly fluid interaction, with material interaction on the order of the cliff example coming close second. Gameplay would change with the new possible non-preprogrammed interactions available in the world. In GTA, you really could level a building with enough explosives, instead of programming specific mission sequences in.

In some way, I think this model of world design and rendering would actually make it easier on game designers as they would have to program far fewer custom effects and interactions. It would be taken care of by the world renderer.

Another interesting note is that the rendering engine as it exists would shift focus completely: FROM the position of rendering polygons and then rendering light effects on them TO the position of solely rendering how light interacts with particle surfaces. Interestingly, with a strict and true ray-tracing viewpoint, the camera would be immersed in a light field, and would detect what was coming into the viewport's plane of vision. This is in opposition to detecting what is visible outward from the plane of vision and then culling out what is not, including everything above, below, to the left and right of the viewport.

Anyway, that's my interested technophilic rant, my two cents.
 


im guessing thats what is comming next. seriously though, i got a oced e6400 3.5 ghz and the only thing that lags me is cpu stress testing and even then i can still open up a browser or two. anything over that is sort of overkill for now.

ray tracing would be pretty cool. give it 4-5 years for that to become real. maybe in the next windows lol.

oh, your worried about the power? technology will change so much within 4-5 years that power wouldn't even be an issue.

remember those big vacuum tubes they used in the old days of computers that took up space and a lot of power... well now... we got something new now dont we? ( compacitors or transistors i think it was) 😛 patience is ALWAYS key.

 
Well I've just got back from the year 2057 in my Delorian and I can asure you that Dx15 renders in real time. You do need a powerfull GPU from IntelAMD and one of their Core10Quado CPU but it runs fine at 45 fps on my 3D bubble helmet. :kaola: :kaola:
 
Oh my good i didn't think people can ask something like this. Games are fake! You can't change that. I mean there aren't full dx10 games and your asking for dx11.
 


LOL yep, just what i was thinking. but maybe in dx 15 or so we might see holographic pron... oh boy... now thats something to look forward to. hell, i would even invest in it 😛 LOLOL


i noticed that dx11 gets more hits than dx10 lol. dx11 is more hype and it isn't comming out until another 4-7 years! ( and thats a small estimate)
 
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