DX10 (Direct X 10)
by Dobie · in Technical Issues · 08/03/2006 (9:06 am) · 18 replies
Will Torque support DX10?
#2
08/03/2006 (9:35 am)
Seems a bit silly to support DX10 2 years before hardware that can use its features properly becomes common enough. Few games today go beyond PS 2.0 for anything more than simple spot effects.
#3
08/03/2006 (10:38 am)
Thanks for the info. It's just at a couple of computer sites I go to, I see people speaking on DX10 and are awaiting it' arival. I'm upgrading my pc over the next month or two. I just didn't want any suprises in the future. As long as TGE and TSE will run on Vista...I'm happy.
#4
01/23/2007 (12:42 pm)
DirectX 10 compatible cards cost at least $400 right now. Until that cost comes down to sub-$100 and a large portion of computers are running Windows Vista, I don't think you'll see games targeting DirectX 10.
#5
I hope not!
Rage against the platform dependance!
Gary (-;
01/23/2007 (1:14 pm)
Quote: Will Torque support DX10?
I hope not!
Rage against the platform dependance!
Gary (-;
#7
Vista won't need your help with that..
or anyone's help for that matter.
when you have ms fanboys, blogging about the disfunctional features coupled with the super large group of tech's that are against the whole thing..
it's kinda like writing it in stone.
untill sp2 anyhow huh? :)
01/23/2007 (2:08 pm)
Edward,Vista won't need your help with that..
or anyone's help for that matter.
when you have ms fanboys, blogging about the disfunctional features coupled with the super large group of tech's that are against the whole thing..
it's kinda like writing it in stone.
untill sp2 anyhow huh? :)
#8
01/23/2007 (2:10 pm)
Someday im gonna be the guy saying "I was liking Vista, when liking Vista wasn't cool!" :P
#9
I beleave that if you are working on a project, Looking into DX10 isn't a bad idea.
Keeping in mind that DX9 and OGL would probly still be good to have supported. If you look in the long term that a game for large gaming companies take a good 4 to 6 years to make (deppending on game and company). Working DX10 into the project that you start now would probly be allot more avalible at the time the game is completed. Also one of the things as a gamer that i've come to notice in some projects. Is that the dev's don't look to the future and there projects look out dated in the 4-6 years it takes them to complete them.
Now this doesn't truely come into affect unless you are trying to get the latest features. You also have to look at the fact that does this affect my game play and will my Artistic style be affected by the emprovements from hardware/software advancements. And also.. is it worth it to invest the time into learning new features and coding them into game machanics.
As for as Vista and M$oft going down because of the New OS. I don't know.. this is the same old story everytime M$ releases an OS. Happened back in 95, same with Windows 3. The thing is it just takes some time to get the OS to work with every peice of hardware out there. But with a fresh install of Vista on a newly built PC I see no problems.
Anyway, sorry about commenting on an old post but I wished to address the DX10 thing. Didn't want people to overlook the long term goals of a game.
05/05/2007 (10:30 am)
This is kinda old.. but i just wanted to comment.I beleave that if you are working on a project, Looking into DX10 isn't a bad idea.
Keeping in mind that DX9 and OGL would probly still be good to have supported. If you look in the long term that a game for large gaming companies take a good 4 to 6 years to make (deppending on game and company). Working DX10 into the project that you start now would probly be allot more avalible at the time the game is completed. Also one of the things as a gamer that i've come to notice in some projects. Is that the dev's don't look to the future and there projects look out dated in the 4-6 years it takes them to complete them.
Now this doesn't truely come into affect unless you are trying to get the latest features. You also have to look at the fact that does this affect my game play and will my Artistic style be affected by the emprovements from hardware/software advancements. And also.. is it worth it to invest the time into learning new features and coding them into game machanics.
As for as Vista and M$oft going down because of the New OS. I don't know.. this is the same old story everytime M$ releases an OS. Happened back in 95, same with Windows 3. The thing is it just takes some time to get the OS to work with every peice of hardware out there. But with a fresh install of Vista on a newly built PC I see no problems.
Anyway, sorry about commenting on an old post but I wished to address the DX10 thing. Didn't want people to overlook the long term goals of a game.
#10
I see immediate application in environmental effects. It might be nice to see the wonderful terrain work the guys cranked out a couple years ago get a face lift.
~ Dao
11/28/2007 (1:32 pm)
I think it might be time to ping this topic. More games are coming out with DX10 and there are now moderately priced cards out there that support them in hardware.I see immediate application in environmental effects. It might be nice to see the wonderful terrain work the guys cranked out a couple years ago get a face lift.
~ Dao
#11
If you want DX10, go ahead, it shouldn't be impossibly hard too do.
11/28/2007 (1:59 pm)
I doubt you will get any official response, since GG are busy working on Torque2.If you want DX10, go ahead, it shouldn't be impossibly hard too do.
#12
11/28/2007 (4:47 pm)
I heard Microsoft is working on a new Service Pack for XP that will add DirectX 10 support. Microsoft received enough complaints I guess to add it to XP. I would hope that GG adds DX10 to Torque 2 as why would you buy a Next Gen engine if it doesn't support next gen technologies? Torque 2 (especially if it's going to be released next year, giving DX10 and Vista a full year of being on the market) should support DX10 and Vista
#13
11/29/2007 (12:40 pm)
So what's the #1 feature of DX10 that you are all looking forward to most?
#15
11/29/2007 (1:43 pm)
What part of the API is unstable?
#16
I was just kidding.
I don't know exactly what part of the API is unstable.
I would guess probably some where around switching vertex buffers.
11/29/2007 (3:29 pm)
I'm sorry Pat, did not mean to get your cackles up.I was just kidding.
I don't know exactly what part of the API is unstable.
I would guess probably some where around switching vertex buffers.
#17
Although, apparently you can simulate this on SM3.0 with "Histopyramids" http://www.mpi-inf.mpg.de/~gziegler/gpu_pointlist/slides_vmv2006.pdf
11/29/2007 (8:27 pm)
I want geometry shaders! ;)Although, apparently you can simulate this on SM3.0 with "Histopyramids" http://www.mpi-inf.mpg.de/~gziegler/gpu_pointlist/slides_vmv2006.pdf
#18
Fixed function was removed...finally. That needed to go years ago, but it wasn't possible due to hardware vendors shipping crap cards without hardware shader support. Some see the whole forced upgrade thing as Microsoft flexing it's mussles, but for once, I'm damn glad they are. Fixed function rendering, as fun as it is to try to figure out how to do shader effects with register combines, has long outlived it's usefulness. The concepts of the programmable pipeline and how to interact with it have been around since RenderMan.
The API changes both in structure, and naming convention more accurately reflect how things are represented and transfered between CPU and GPU.
As a side note, I just love DX10 discussions. I read them on the gaming sites. It's like watching lemmings run off a cliff, only without the sympathy for the lemmings.
11/30/2007 (12:41 pm)
I'm looking forward to the new data structures. Unification of the data storage stuff was a good and needed move. We can now share resources between devices and processes with shared resource handles. The move to state blocks, rasterizer description blocks and simple stuff like the D3D10_FORMAT_SUPPORT structure and CheckFormatSupport method. A simple call and it gets me most of the information I want to know, instead of the specific information returned by the Caps. Fixed function was removed...finally. That needed to go years ago, but it wasn't possible due to hardware vendors shipping crap cards without hardware shader support. Some see the whole forced upgrade thing as Microsoft flexing it's mussles, but for once, I'm damn glad they are. Fixed function rendering, as fun as it is to try to figure out how to do shader effects with register combines, has long outlived it's usefulness. The concepts of the programmable pipeline and how to interact with it have been around since RenderMan.
The API changes both in structure, and naming convention more accurately reflect how things are represented and transfered between CPU and GPU.
As a side note, I just love DX10 discussions. I read them on the gaming sites. It's like watching lemmings run off a cliff, only without the sympathy for the lemmings.
Associate Manoel Neto
Default Studio Name
If you meant "will TSE make use of DX10's new features?", then I guess it's "probably not for quite a while". DX10 is Vista-only, and it requires rewriting lots of D3D code. I think you'd need to add a new DX10 GFX device to TSE to make use of it without destroying the DX9 compatibility.