DirectX 10 support
by ZeroC · in Torque 3D Public · 10/26/2009 (9:15 pm) · 14 replies
Does Torque3D support DirectX 10? Or in the near future will it have support?
#2
DX10 offers too little over what DX9 has, and DX11 cards are already available.
10/27/2009 (1:28 am)
They actually said they'd NEVER support DX10, and skip right to DX11 :)DX10 offers too little over what DX9 has, and DX11 cards are already available.
#3
DX11 or bust!
10/27/2009 (5:33 am)
... and DX11 works on DX10 cards and Vista. There is no need to implement and maintain a seperate DX10 GFX layer for Torque 3D.DX11 or bust!
#4
10/27/2009 (12:29 pm)
Neat, I learned something today again :)
#5
DX11 or bust ;)
10/27/2009 (1:57 pm)
DX11 also works on DX9 cards, all the way back to Shader Model 2.0.DX11 or bust ;)
#6
10/27/2009 (3:48 pm)
Thanks for your quik answers . I think directx 10 is somewhat like wiindows vista a bridge between two better products. But, as i heard directx 11 is not so different from directx 10.
#7
just to mention some of the new stuff that will come with DX11 you've got:
- Use of threads to take advantage of multi-processor/multi-core systems
- Use of GPU for other things besides 3D Graphics, actually making the GPU work as one more CPU, thus inscresing speed in most if not all cases
- Tessellation - if you haven't seen this at work look on youtube for the ATI showoff of tessellation
- New (as yet undevolged) features that will work on 10 and 10.1 graphics cards aswell
10/27/2009 (7:27 pm)
what do you mean by not so different from DX10?just to mention some of the new stuff that will come with DX11 you've got:
- Use of threads to take advantage of multi-processor/multi-core systems
- Use of GPU for other things besides 3D Graphics, actually making the GPU work as one more CPU, thus inscresing speed in most if not all cases
- Tessellation - if you haven't seen this at work look on youtube for the ATI showoff of tessellation
- New (as yet undevolged) features that will work on 10 and 10.1 graphics cards aswell
#9
Check out the demo the Unigine guys did with DX11 tessellation.
Most of the detail you see in that map... the rocks, paths, steps, corner bricks on buildings, shingles on the roofs, spikes on the dragon... thats all GPU tessellation.
That same demo runs on DX9 without it and its much less impressive.
10/27/2009 (11:00 pm)
Quote:- Tessellation
Check out the demo the Unigine guys did with DX11 tessellation.
Most of the detail you see in that map... the rocks, paths, steps, corner bricks on buildings, shingles on the roofs, spikes on the dragon... thats all GPU tessellation.
That same demo runs on DX9 without it and its much less impressive.
#10
10/28/2009 (2:01 pm)
Looks amazing!!! K, so let's say that you start your project in torque 3d this version, and programm in directx 9. When Torque will be released with directx 11 support, will we be able to migrate to the that version and benefit from directx 11 features?
#11
10/28/2009 (2:03 pm)
Oh, and i don't know if you tried Unigine but i can tell tell from the trial version that i've tested that it runs very very slow.
#12
10/28/2009 (4:19 pm)
#13
Personally i'd love to have started on it 3 months ago, but resources are limited. The transition isn't a simple one... it forces us to redesign a few older T3D systems to do it right.
I expect that to take advantage of DX11 tesellation in particular on a future version of T3D it would just take adding displacement data to your materials and flipping a switch. I don't think it would take a major refactor of your game specific code and art to get it.
Still... very pretty demo.
@Deepscratch - Yea thats another really cool example of DX11.
One thing that caught my eye in that video is how much they fake their water reflections. You can see at about 0:35 seconds where the pipe is reflected in the water, but the trees/building/debris is not.
This is an example of the sort of optimizations you have to do to make a AAA game on today's hardware.
10/28/2009 (10:44 pm)
@ZeroC - There isn't an official timeline, but we all want to move to DX11 as soon as possible. It depends more on demand than anything else... if Win7 takes off it makes us prioritize it higher.Personally i'd love to have started on it 3 months ago, but resources are limited. The transition isn't a simple one... it forces us to redesign a few older T3D systems to do it right.
I expect that to take advantage of DX11 tesellation in particular on a future version of T3D it would just take adding displacement data to your materials and flipping a switch. I don't think it would take a major refactor of your game specific code and art to get it.
Quote:Unigine but i can tell tell from the trial version that i've tested that it runs very very slow.They seem like smart guys and that demo ran ok for me on my work PC in DX9 mode. Its probably fillrate limited as they gather scene depth/normals for SSAO and use a 4096 for their one sun shadow map in the demo.
Still... very pretty demo.
@Deepscratch - Yea thats another really cool example of DX11.
One thing that caught my eye in that video is how much they fake their water reflections. You can see at about 0:35 seconds where the pipe is reflected in the water, but the trees/building/debris is not.
This is an example of the sort of optimizations you have to do to make a AAA game on today's hardware.
#14
10/29/2009 (12:35 pm)
I think the GPU tessellation is the best thing to come out of dx11, the rest is just added bonus.
Torque Owner Brandon Baker
World Core Studios