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DirectX 11 Details Emerge - TechAmok
DirectX 11 Details Emerge - [hardware] 02:51 AM EDT - Jul,23 2008 - (1 comments) Microsoft released
a handful of details about DirectX 11. Features include
new shader technology that begins to allow developers to position GPUs as more
general-purpose parallel processors, rather than being dedicated solely to
graphics processing; better multi-threading capabilities; and hardware-based
tesselation. The good news is that there will be no new hardware requirements,
so DirectX 10 hardware should be DirectX 11 compatible.
Similar to DirectX 10, the software will
be available only on Windows Vista and
future versions of Microsoft's operating
system. DirectX 11 will add new compute
shader technology that Microsoft says
will allow GPUs to be used "for more
than just 3D graphics," allowing
developers to utilize video cards as
parallel processors.
DirectX 11 will support tessellation,
a feature which can potentially assist
developers in making models appear
smoother when seen up close.
Multi-threaded resource handling is also
incorporated, making it easier for games
to utilize
multi-core processors in a user's
machine.
Microsoft also disclosed that DirectX
11 will add features to existing DirectX
10-compatible hardware, though it was
not immediately clear what those
features may be.
A launch date for the new software
was not provided, though Microsoft is
expected to release more information in
the near future. The bullet points, as
provided by Microsoft, are listed below.
- Full support (including all DX11
hardware features) on Windows Vista
as well as future versions of
Windows
- Compatibility with DirectX 10
and 10.1 hardware, as well as
support for new DirectX 11 hardware
- New compute shader technology
that lays the groundwork for the GPU
to be used for more than just 3D
graphics, so that developers can
take advantage of the graphics card
as a parallel processor
- Multi-threaded resource handling
that will allow games to better take
advantage of multi-core machines
- Support for tessellation, which
blurs the line between super high
quality pre-rendered scenes and
scenes rendered in real-time,
allowing game developers to refine
models to be smoother and more
attractive when seen up close
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