Old Tricks: Microsoft locks DirectX 11.1 to Windows 8

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See also: It was presented at Gamefest on July 22, and demonstrated at the Nvision 08 technical conference on August 26, As such, their support was dropped from newer hardware. Microsoft has also hinted at other features such as order independent transparency , which was never exposed by the Direct3D API but supported almost transparently by early Direct3D hardware such as Videologic’s PowerVR line of chips. Direct3D
directx 11.1 update

How to Download and Install DirectX

See also: It was presented at Gamefest on July 22, and demonstrated at the Nvision 08 technical conference on August 26, As such, their support was dropped from newer hardware. Microsoft has also hinted at other features such as order independent transparency , which was never exposed by the Direct3D API but supported almost transparently by early Direct3D hardware such as Videologic’s PowerVR line of chips.

Direct3D Support for Shader Model 5. First seen in the Release Candidate version, Windows 7 integrates the first released Direct3D 11 support.

Those that are hardware-dependent can be checked individually via CheckFeatureSupport. X Direct3D X is a superset of DirectX This is achieved by better matching the Direct3D abstraction layer with the underlying hardware, by means of new features such as Indirect Drawing, descriptor tables, concise pipeline state objects, and draw call bundles. Reducing driver overhead is in fact the main attraction of Direct3D 12, similarly to AMD’s Mantle ; [] in the words of its lead developer Max McMullen, the main goal of Direct3D 12 is to achieve “console-level efficiency” and improved CPU parallelism.

DirectX 11 offered flexibility in how its states could be altered, to the detriment of performance. Simplifying the process and unifying the pipelines e. This means that commands are bottlenecked by the speed at which the CPU could send these commands in a linear fashion.

Within DirectX 12 these commands are sent as command lists, containing all the required information within a single package. The GPU is then capable of computing and executing this command in one single process, without having to wait on any additional information from the CPU. Within these command lists are bundles. Where previously commands were just taken, used, and then forgotten by the GPU, bundles can be reused.

This decreases the workload of the GPU and means repeated assets can be used much faster. While resource binding is fairly convenient in Direct3D 11 for developers at the moment, its inefficiency means several modern hardware capabilities are being drastically underused.

When a game engine needed resources in DX11, it had to draw the data from scratch every time, meaning repeat processes and unnecessary uses. In Direct3D 12, descriptor heaps and tables mean the most often used resources can be allocated by developers in tables, which the GPU can quickly and easily access. This can contribute to better performance than Direct3D 11 on equivalent hardware, but it also entails more work for the developer.

Dynamic Heaps are also a feature of Direct3D Such configurations can be built with graphics adapter of the same hardware vendor as well of different hardware vendor together. You can help by adding to it. August Direct3D 12 Version [ edit ] With the Windows 10 anniversary update version , released on August 2, , the Direct3D 12 runtime has been updated to support constructs for explicit multithreading and inter-process communication, allowing developers to take advantage of modern massively parallel GPUs.

Direct3D 12 Version [ edit ] See also: Architecture[ edit ] This section needs to be updated. Please update this article to reflect recent events or newly available information.

The aim of Direct3D is to abstract the communication between a graphics application and the graphics hardware drivers. It is presented like a thin abstract layer at a level comparable to GDI see attached diagram. Direct3D contains numerous features that GDI lacks. It provides a low-level interface to every video card 3D function transformations, clipping, lighting , materials, textures, depth buffering and so on.

It once had a higher level Retained mode component, now officially discontinued. Direct3D immediate mode presents three main abstractions: Devices are responsible for rendering the 3D scene. They provide an interface with different rendering capabilities. For example, the mono device provides white and black rendering, while the RGB device renders in color.

There are four types of devices: HAL hardware abstraction layer device: For devices supporting hardware acceleration. Device Reference device: Simulates new functions not yet available in hardware. Null reference device: Does nothing. This device is used when the SDK is not installed and a reference device is requested.

Pluggable software device: Performs software rendering. This device was introduced with DirectX 9. A swap chain is made up of one or more back buffer surfaces.

Rendering occurs in the back buffer. Moreover, devices contain a collection of resources; specific data used during rendering. Each resource has four attributes: Determines the type of resource: In the Default pool the resource will exist only in device memory.

Resources in the managed pool will be stored in system memory, and will be sent to the device when required. Resources in system memory pool will only exist in system memory.

Finally, the scratch pool is basically the same as the system memory pool, but resources are not bound by hardware restrictions. Describes the layout of the resource data in memory. Describes, with a collection of flag bits, how the resource will be used by the application. These flags dictate which resources are used in dynamic or static access patterns.

Static resource values don’t change after being loaded, whereas dynamic resource values may be modified. Direct3D implements two display modes: Fullscreen mode: The Direct3D application generates all of the graphical output for a display device. This also provides plenty of problems for debugging due to the ‘Exclusive Cooperative Mode’.

The result is shown inside the area of a window. Direct3D communicates with GDI to generate the graphical output in the display. Windowed mode can have the same level of performance as full-screen, depending on driver support. Pipeline[ edit ] Graphics pipeline process The Microsoft Direct3D 11 API defines a process to convert a group of vertices, textures, buffers, and state into an image on the screen. This process is described as a rendering pipeline with several distinct stages.

The different stages of the Direct3D 11 pipeline are: Reads in vertex data from an application supplied vertex buffer and feeds them down the pipeline. Vertex Shader: Performs operations on a single vertex at a time, such as transformations, skinning, or lighting. Hull Shader: Performs operations on sets of patch control points, and generates additional data known as patch constants.

Tesselation stage: Subdivides geometry to create higher-order representations of the hull. Domain Shader: Performs operations on vertices output by the tessellation stage, in much the same way as a vertex shader. Geometry Shader: Processes entire primitives such as triangles, points, or lines.

Given a primitive, this stage discards it, or generates one or more new primitives. Stream Output: This is useful to recirculate data back into the pipeline. The Rasterizer may also perform other tasks such as clipping what is not visible, or interpolating vertex data into per-pixel data.

Pixel Shader: Determines the final pixel color to be written to the render target and can also calculate a depth value to be written to the depth buffer. Output Merger: The pipeline stages illustrated with a round box are fully programmable. The application provides a shader program that describes the exact operations to be completed for that stage.

Many stages are optional and can be disabled altogether. Main article: Feature levels in Direct3D In Direct3D 5 to 9, when new versions of the API introduced support for new hardware capabilities, most of them were optional — each graphics vendor maintained their own set of supported features in addition to the basic required functionality.

Support for individual features had to be determined using “capability bits” or “caps”, making cross-vendor graphics programming a complex task. Direct3D 10 introduced a much simplified set of mandatory hardware requirements based on most popular Direct3D 9 capabilities which all supporting graphics cards had to adhere to, with only a few optional capabilities for supported texture formats and operations.

Windows 7 Users Excluded From DirectX 11.1 Update

News February 22, – DirectX It is very similar to the DirectX Next up I plan to add a section for model rendering for DirectX 11, March 22, – A Word on Updates I tend to come and go from this site, writing new content in spurts of several months at a time, then working on other projects for a while. Over the past year I’ve been gone a little longer than usual. I’ve been working on other projects, but I also had to deal with a personal situation which required more of my time than I liked.

VIDEO: DirectX and Windows 7

DirectX 12 (DX12) enables developers to add amazing graphics effects to Microsoft Windows-based PC games. GeForce graphics cards deliver advanced DX There is still a possibility that Windows 7 will receive the DirectX update eventually, or the next big version update whenever it is released. Thus, you won’t even need to update DirectX when you install a new game. Windows 7: The latest version of DirectX for Windows 7 is

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