Over two years ago, I started a thread on what to expect in DX11 (many wish that thread would die). Some thoughts where real-time ray-tracing and photo realistic renderings. People have been reading rumours, the crystal ball, counting tea-leaves, and bumbs on my head. Though I really appreciate all the contributions, most of the early theories where completely wrong.
Now in 2009, we have a very clear understanding on what is DX11, so I wanted the new thread to focus on what's REAL and not hypothetical.
These are the topics I hope to discuss in more detail:
* High Level Shader Language (HLSL)
* Shaders in detail
* Tessellation
* Enhanced multi-core, multi-thread use
* GPGPU, GPU Physics, GPU video recoding, OpenCL, etc.
* DX11 cards and other hardware
* Advanced topics, Complex Single and Multi-Pass Shading, etc.
I am personally happy DirectX 11 will arrive shorly and DirectX 10 will have a short life. I read lots of articles about how DX10 is expected to run more efficiently, more capability, etc. I just never seen it in any form. All I noticed was DX9 always ran more smoothly than DX10 and XP ran more smoothly than Vista. My rig has plenty of RAM and usually don't notice the problems, but some times I need to scale down like I described to make some apps useable. I also hope all 32 bit apps die quickly as well, but that's another topic.
What I hope to see soon is fast & good GPU video recoding. Other big performance gains by offloading to the GPU. Software created much faster & better through the use of easy to use gaming engines, Tessellation, and not needing to re-invent the physics wheel. Much more realistic physics and old problems with visuals (objects poking out of other objects) will be eliminated. Direct Physics?? Other uses of offloading GPU tasks to the GPU. Better rendered screens always helps.
Now in 2009, we have a very clear understanding on what is DX11, so I wanted the new thread to focus on what's REAL and not hypothetical.
These are the topics I hope to discuss in more detail:
* High Level Shader Language (HLSL)
* Shaders in detail
* Tessellation
* Enhanced multi-core, multi-thread use
* GPGPU, GPU Physics, GPU video recoding, OpenCL, etc.
* DX11 cards and other hardware
* Advanced topics, Complex Single and Multi-Pass Shading, etc.
I am personally happy DirectX 11 will arrive shorly and DirectX 10 will have a short life. I read lots of articles about how DX10 is expected to run more efficiently, more capability, etc. I just never seen it in any form. All I noticed was DX9 always ran more smoothly than DX10 and XP ran more smoothly than Vista. My rig has plenty of RAM and usually don't notice the problems, but some times I need to scale down like I described to make some apps useable. I also hope all 32 bit apps die quickly as well, but that's another topic.
What I hope to see soon is fast & good GPU video recoding. Other big performance gains by offloading to the GPU. Software created much faster & better through the use of easy to use gaming engines, Tessellation, and not needing to re-invent the physics wheel. Much more realistic physics and old problems with visuals (objects poking out of other objects) will be eliminated. Direct Physics?? Other uses of offloading GPU tasks to the GPU. Better rendered screens always helps.