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A Glimpse Into 3D future: DirectX Next Preview

Dave Baumann writes "Beyond3D has put up an article based on Microsoft's games developers presentations given at Meltdown, looking at the future directions of MS's next generation DirectX - currently titled "DirectX Next" (DX10). With Pixel Shaders 2.0 and 3.0 already a part of DirectX9 this article gives a feel of what to expect from PS/VS4.0 and other DirectX features hardware developers will be expected to deliver with the likes of R500 and NV50."

222 comments

  1. It would be nice by Pingular · · Score: 3, Interesting

    If they could somehow program Dx10 so it was backwards compatiable with cards now (such as radeon 9800 etc), if I'd bought such a card I'd be quite annoyed if there wasn't decent support for it in the future.

    --

    When anger rises, think of the consequences.
    Confucius (551 BC - 479 BC)
    1. Re:It would be nice by halo1982 · · Score: 4, Informative
      If they could somehow program Dx10 so it was backwards compatiable with cards now (such as radeon 9800 etc), if I'd bought such a card I'd be quite annoyed if there wasn't decent support for it in the future.

      DX10 will work fine with your new card. DX has always done this. DX9 works fine with DX8 cards like the Radeon 9000/9100 and GeForce4 series.
      However the cards do not have support for the new features of DX10 (like PS/VS3/4 etc). The cards can work with the new software, and do, but the hardware just isn't there.

    2. Re:It would be nice by trystanu · · Score: 1

      The reason that it'll include new optimized CPU/GPU algorithms is that new graphics cards (i.e. hardware) will have new inbuilt routines / operations for this kinda thing.

      Even if DirectX 8 was, for arguments sake, completely backwards compatible with a 1980s graphics card that doesn't mean it would be able to suddenly make it do pixel shading or nifty T&L stuff.

    3. Re:It would be nice by jsse · · Score: 2, Insightful

      if I'd bought such a card I'd be quite annoyed if there wasn't decent support for it in the future.

      You mean you don't upgrade your video card once a year?! :)

    4. Re:It would be nice by Anonymous Coward · · Score: 0

      Nice troll. DirectX has always been backwards compatible.

    5. Re:It would be nice by Anonymous Coward · · Score: 0

      Nice troll, DirectX has had lots of problems when working with outdated drivers.

      Try using anything with Dx9 (such as a sound card or video card) when the driver was designed for Dx5 or earlier (sometimes even Dx7).

    6. Re:It would be nice by Anonymous Coward · · Score: 0

      Nice FUD. That's not a DirectX problem, that's a Windows problem. That's also completely unrelated to user older cards with current drivers the latest DirectX version.

    7. Re:It would be nice by Anonymous Coward · · Score: 0

      Never used a Voodoo2 with Dx9 eh, or any other device with old drivers for that matter...

      While it is true the devices SHOULD work, they don't. However, it is usually the fault of the driver writer.

      Don't always expect your drivers to work properly on a Dx9 update.

    8. Re:It would be nice by Anonymous Coward · · Score: 0

      wrong again. It was a major issue back when DX9 first came out, as well as DX6. Completely undrelated to using older cards? Thats what we were talking about, Numbnuts!

      --
      woah, I just got dejavuh. again!

    9. Re:It would be nice by Anonymous Coward · · Score: 0

      Nice FUD. That's not a DirectX problem, that's a Windows problem.
      Thanks, but it is indeed a DirectX problem Windows has no problems with the driver, only when the DirectX libraries do something unexpected to the drivers. Driver makers shouldn't have to keep making new drivers not only for each windows version but for each Dx version too.

    10. Re:It would be nice by Anonymous Coward · · Score: 0


      Idiot, I must agree with you on this one. AC.

    11. Re:It would be nice by Anonymous Coward · · Score: 0

      Not much for reading comprehension, are you?

    12. Re:It would be nice by dreamchaser · · Score: 1

      And you are surprised by the prospect because...? This is how it's been for years now. Buy the latest card, get all the latest features, then 6-12 months later it's outdated. You don't have any reason to complain, especially since the next DX version won't ship until Longhorn ships, which will probably be sometime in the year 2020 ;)

    13. Re:It would be nice by Jeremiah+Cornelius · · Score: 0, Flamebait
      Fuck 'em! Playing games is not worth sacrificing software freedom and choice.

      The developers who drink this Kool-Aid are halfway down the damnation road to Palladium/NGSCB. There will be little room to squirm back to GL, etc. when the lock comes down on future platforms for DX.

      I know somone will mod this down for incindiary content. I don't much care. I have watched commercial software development slide into dire conditions over the last ten years - with Microsoft at the helm. It's like watching the "worst possible scenario" play itself out in slow motion.

      --
      "Flyin' in just a sweet place,
      Never been known to fail..."
    14. Re:It would be nice by Lord+Kholdan · · Score: 1

      Fuck 'em! Playing games is not worth sacrificing software freedom and choice.

      Tell that those millions who game with consoles. It's all matter of values.

    15. Re:It would be nice by Anonymous Coward · · Score: 0

      Fuck 'em! Playing games is not worth sacrificing software freedom and choice.

      Speak for yourself.

    16. Re:It would be nice by Jeremiah+Cornelius · · Score: 0, Flamebait
      > It's all a matter of values

      Yes. Having some, or having none.

      "I don't care, as long as I'm having fun"

      --
      "Flyin' in just a sweet place,
      Never been known to fail..."
    17. Re:It would be nice by bigman2003 · · Score: 3, Funny

      You've got to be kidding- whether or not you play games on a console determines if you have values? Is software all about personal values, and morals now?

      This is starting to sound like vegetarians are taking over or something. Where what you eat/software you run, determines your worth as a human being.

      It really doesn't matter that much in the big scheme of things.

      --
      No reason to lie.
    18. Re:It would be nice by blincoln · · Score: 1

      Where what you eat/software you run, determines your worth as a human being.

      Are you saying that the way you live your life doesn't determine your worth?

      Individual choices may be relatively inconsequential some of the time, but what better way is there to determine the value of a person than by summing up the ones they've made over their entire life?

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    19. Re:It would be nice by JohnFluxx · · Score: 1

      Can I kill you then? Since that wouldn't matter that much in the big scheme of things.

  2. DX9 by AchmedHabib · · Score: 1

    So while we wait for some great games to make proper use of DX9, we can dream of games on DX10 and only dream of the wonders of DX11.

  3. So it's not going to be called DirectX X??? by Anonymous Coward · · Score: 5, Insightful

    XBOX Next?
    DirectX Next?

    I guess we all know what the Next version of Windows is going to be called! :)

    1. Re:So it's not going to be called DirectX X??? by Jesrad · · Score: 1

      I think Apple owns the trademark for "Next" in the OS market.

      --
      Maybe we deserve this world ?
    2. Re:So it's not going to be called DirectX X??? by Anonymous Coward · · Score: 0

      Wrong.

      They just own the the Capitilization and logo.

      NeXT.

    3. Re: So it's not going to be called DirectX X??? by ezh · · Score: 5, Funny

      We had one NeXT already. It turned back into Apple ;) On the other hand, obsession with X's will finally bring you to triple X. What an operating system that would be! :-)

    4. Re:So it's not going to be called DirectX X??? by HoldmyCauls · · Score: 1

      It's an excuse for Microsoft. If a feature or patch isn't available, they can say, "Oh, we meant the *Next* version of Windows" and then "No-no, the *Next* Next version" ad infinitum...

      *wink-and-nudge*

      --
      Emacs: for people who just never know when to :q!
    5. Re: So it's not going to be called DirectX X??? by t0ny · · Score: 2, Funny
      On the other hand, obsession with X's will finally bring you to triple X. What an operating system that would be! :-)

      They could get Vin Deisel to write it!

      --

      Manipulate the moderator system! Mod someone as "overrated" today.

    6. Re:So it's not going to be called DirectX X??? by jack+torrence · · Score: 1

      Ralph Wiggam: "Chicken necks?"

    7. Re: So it's not going to be called DirectX X??? by Tim+Browse · · Score: 0, Flamebait

      You see, there was this film, and it was called 'XXX'. And the star was a guy called Vin Diesel.

      Get it? Everyone on the same page now?

    8. Re:So it's not going to be called DirectX X??? by Anonymous Coward · · Score: 0

      Uhhhhhhhhhh........... it,s NeXt........... dumass..............

  4. Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 2, Interesting

    At this point DirectX is years ahead of OpenGL

    1. Re:Does this mean OpenGL is finished ? by lemody · · Score: 5, Informative

      OpenGL and DirectX are different kind of systems, DirectX offering interfaces to input devices, sound controlling etc. OpenGL is just for graphics!
      Don't get this personal, I always post like this when someone compares these two :)

      --


      class he-man extends man!
    2. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 4, Informative

      SDL does this for Linux (and several other OS's including Windows.) It uses OpenGL for the 3D portion. Unfortunately, DirectX is years ahead of SDL.

    3. Re:Does this mean OpenGL is finished ? by Molt · · Score: 3, Informative

      I'd say that if you're on about the graphics subsystem of DirectX then OpenGL is pretty much at the same level if.. and only if.. you are willing to use the standardised extensions. If you're not using these expect slowness, if you're using the non-standardised vendor-specific extensions then expect more speed but more difficulty in making it work across the board.

      --
      404 Not Found: No such file or resource as '.sig'
    4. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 0

      Even if comparing just the graphics aspects, I also like to point out that a lot of programmers have no interest in allowing their companies to be embraced and extended into Microsoft-only corners, and thus may tend to lean toward OpenGL over Direct3D when choosing a foundation for a product.

    5. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 3, Insightful

      Well I hope you aren't referring to gaming companies, cause last I checked there weren't a lot of programmers using OpenGL for their graphics in games.

      The fact that Quake3 is still used for measuring OpenGL performance of gaming cards says an awful awful lot about the number of game engines using OpenGL (engines based on Q3 not outstanding)

    6. Re:Does this mean OpenGL is finished ? by Deraj+DeZine · · Score: 2, Insightful

      I don't think that OpenGL will be "finished" as long as DirectX only works under Windows. There are other operating systems out there and while most support OpenGL in their windowing system, DirectX is only for Windows.

      If you meant OpenGL is dead in the Windows games market, I'd argue that it mostly has been for a while. Yeah John Carmack uses OpenGL, but most games are implemented in DirectX. It's not like it really even matters, though, actually rendering code is usually a pretty small portion of a game and can be ported between APIs without too much trouble (just ask people from Loki Games or icculus.org).

      --
      True story.
    7. Re:Does this mean OpenGL is finished ? by Screaming+Lunatic · · Score: 4, Informative
      At this point DirectX is years ahead of OpenGL

      No it's not. With the approval of the ARB_vertex_buffer_object extension and GLSlang, both APIs expose about the same level of functionality. Render to texture is a mess in OpenGL right now. But there are Super Buffers/pixel_buffer_object extensions in the works. And the Super Buffers extension looks like it will cover most of the functionality that is slated for DirectX Next.

      Revelant links:

      http://oss.sgi.com/projects/ogl-sample/registry/

      http://oss.sgi.com/projects/ogl-sample/registry/ ARB/vertex_buffer_object.txt

      http://oss.sgi.com/projects/ogl-sample/registry/ ARB/shading_language_100.txt

      http://www.opengl.org/about/arb/notes/meeting_no te_2003-06-10.html

      http://developer.nvidia.com/docs/IO/8230/GDC2003 _OGL_ARBSuperbuffers.pdf

      Note that OpenGL is usually updated once a year at Siggraph. The next version of DirectX is slated for after the release of Longhorn. That'll be 2005 or so.

      Please do not perpetuate the myth that OpenGL is "falling behind" Direct3D. That is plain wrong. And a diservice to both the open source community and the graphics development community.

    8. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 0

      Hrmm, It's not just my opinion but many others in that OpenGL based games run ALOT better than any DirectX games I've ever played.

      directX.equals("slow");

      Plus, doesn't DirectX screw up a future of having Linux as a native gaming platform?

    9. Re:Does this mean OpenGL is finished ? by Trogre · · Score: 1

      OpenGL can be compared to Direct3D.
      As for DirectX itself, well that's what SDL is for.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    10. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 0

      Direct3D is not slower. Your perception is almost certainly skewed since the only real game using OpenGL was not only optimized fairly well by the original programmer (Quake3), but has had all drivers optimized specifically for that engine (Quake3). There's a few other games out there using OpenGL, but not all that many (Homeworld series, Savage, a few others . . .). A lot of programmers just don't know how to get the most out of the hardware due to poor tools in that area in general on PC, or have other concerns (artists demanding to draw lots of seperate objects that cause massive numbers of state changes etc).

    11. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 0

      "If you meant OpenGL is dead in the Windows games market, I'd argue that it mostly has been for a while. Yeah John Carmack uses OpenGL, but most games are implemented in DirectX. It's not like it really even matters, though, actually rendering code is usually a pretty small portion of a game and can be ported between APIs without too much trouble (just ask people from Loki Games or icculus.org)."

      Not really. A lot of non-MS flight sims (which I'm into) and other games still offer OpenGL as an alternative on Windows, as do a passle of mot sport sims and the like. Generally speaking you get a better frame rate with OpenGL than DirectX on comparable hardware ... and the level of detail can be higher without stressing the hardware as much.

      That said ... DirectDraw 9 has a few more features than OpenGL. But there are not yet a lot fo DirectX 9 games out there.

    12. Re:Does this mean OpenGL is finished ? by jpc · · Score: 2, Insightful

      The people who say has DirectX destroyed OpenGL generally dont know what they are talking about. Basically both give you an interface to the graphics hardware and some legacy stuff (eg Direct X has a fairly complete software implementation of most stuff although many programs test the hardwre capabilities directly so this becomes irrelevant). There are a couple of problems with the GL interface (render to texture mainly). But there is also the "traditional" OpenGl interface, which is what most people learned, and the fixed function extensions. The traditional interface is basically the hardware stuff that SGI implemented (the stack based renderer). It is basically obsolete except as a teaching tool and for legacy code, because the hardware really doesnt look like that any more. The extensions are basically the same in many cases although some expose bits of hardware that are basically existing low level bits.

      And OpenGl is falling behind in one sense: the Direct X process is the process by which there is a (moderate) amount of standardisation of what the raw hardware capabilities of different manufacturers cards are. OpenGl has no influence on this.

      Neither are necessary or ideal, but things will only stabilise when the hardware designs do.

    13. Re:Does this mean OpenGL is finished ? by Anonymous Coward · · Score: 0

      Why make your own 3d engine that uses opengl when theres a good one out there already?

  5. Overkill? by zachusaf · · Score: 2, Interesting

    With few, if any, games fully supporting DX9, is DX10 a bit of overkill? I'm all for the advancment of technology, but it looks like the cart is coming before the horse, and dragging the horse with it.

    1. Re:Overkill? by JDevers · · Score: 2, Insightful

      Not really, they are saying this won't be out until at least Longhorn. By the time that comes out, you can bet a LOT of games will fully exploit DirectX 9...

    2. Re:Overkill? by zachusaf · · Score: 1

      Ah I misssed that, thanks for the heads up

    3. Re:Overkill? by t0ny · · Score: 1
      Well, its not like DX10 is going to be released next week or anything!

      The planning for such things always begins long before the final version is released. Right now they are getting input, looking at ways to do things that developers would want, etc. DX10 is probably at least two years away, and games for it farther than that.

      --

      Manipulate the moderator system! Mod someone as "overrated" today.

    4. Re:Overkill? by JDevers · · Score: 1

      You're welcome... To be honest, I didn't read the article but saw a more in-depth synopsis on another site which mentioned what I stated ;)

  6. In other news... by Jarrik · · Score: 5, Funny

    Doom 3 was delayed.. again.

    1. Re:In other news... by DrEldarion · · Score: 1

      As was Duke Nukem Forever, in order to add DX10 functionality.

    2. Re:In other news... by Anonymous Coward · · Score: 0

      smart one :)
      D ]I[ is OpenGL...
      Just for fun!

    3. Re:In other news... by Deraj+DeZine · · Score: 1

      Doesn't Doom 3 use OpenGL instead of DirectX (it might not, but it did the last time I checked).

      I think a more accurate prediction would be Half-Life 2 and Duke Forever being delayed indefinitely =)

      --
      True story.
    4. Re:In other news... by Anonymous Coward · · Score: 0

      Doom3? more like Duke Nukem Forever is delayed to forever +1

    5. Re:In other news... by Anonymous Coward · · Score: 0
      Doesn't Doom 3 use OpenGL instead of DirectX (it might not, but it did the last time I checked).

      Last time I checked, Carmack was still an OpenGL-head :)

    6. Re:In other news... by Jarrik · · Score: 1

      Yes I do belive doom 3 uses opengl as I heard (not sure of the vailidity of the statment) that it will be released for the Mac and the PC at the sametime. I didnt put to much thought into it was just the first thing that came to mind... Had it been a story about source code theft well then I would have jumped all over halflife2 ;)

    7. Re:In other news... by DigiShaman · · Score: 2, Interesting

      I don't think Duke Nukem Forever is going to ever be released. In fact, I would go so far to say that it's nothing more then an internal R&D project to test the latest game engines for future games that WILL be released to the market. And yes, I'm bitter with sarcasm today

      --
      Life is not for the lazy.
    8. Re:In other news... by pdbaby · · Score: 1

      Doom 3 uses OpenGL for the graphics -- John Carmack has said, I believe, that he intensely dislikes DirectX's graphics interface. I'm not entirely sure, but I believe that he is using DirectX for input, etc. on Windows.

      --
      Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
  7. Slayers by zeroclip · · Score: 5, Funny

    So DX11 will be "DirectX Try"?

    1. Re:Slayers by geighaus · · Score: 1

      By this logic, the DirectX release after the 'try' one will be DirectX catch (Exception e). ;)

  8. anyone else jealous by n0k14 · · Score: 1

    if theres one thing a business model can achieve, its quick and streamlined development on something as critical as directx. gnu/linux desperately needs improvement in this area

  9. Who cares? by Glock27 · · Score: 5, Insightful
    Beyond3D has put up an article based on Microsoft's games developers presentations given at Meltdown

    I could care less about this functionality being exposed through a proprietary API.

    My question is: when will it be available in OpenGL 2.x? :-)

    Cross platform is the best way to go with game development...and OpenGL is the only game in town for cross-platform 3D graphics. It is also the official 3D API for Macintosh.

    --
    Galileo: "The Earth revolves around the Sun!"
    Score: -1 100% Flamebait
    1. Re:Who cares? by n0k14 · · Score: 3, Insightful

      cross platform is the best way to go with game development? hah! maybe on consoles, but with the staggering price of game development now-days its almost too risky to do cross-platform development. companies porting games to apple only have moderate sucess, so how are they going to feel developing for an os unproven in game development with users who are used to getting everything for free? (dont worry, i love linux, but i just dont think we should lie to ourselves)

    2. Re:Who cares? by Glock27 · · Score: 1
      Just one more thought on this: it's really too bad the Indrema console didn't make it. That would have been the first OpenGL based console.

      Is there any sort of OpenGL support for PS2? Maybe PS3 will make the jump...

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    3. Re:Who cares? by Glock27 · · Score: 5, Interesting
      cross platform is the best way to go with game development? hah! maybe on consoles, but with the staggering price of game development now-days its almost too risky to do cross-platform development.

      IMO, yes cross-platform is the way to go. If you use the right engine (Torque for instance), you get it for free, less the occasional support call. ;-)

      Look at some of the top games that have been cross-platform:

      • All id games
      • Baldur's Gate Series
      • Warcraft Series
      • Diablo Series
      • Sims Series
      • You Don't Know Jack Series
      • Age of Empires
      • Starcraft
      • Everquest
      • 3-D Ultra Pinball: Thrillride
      • Microsoft Close Combat 2.0: A Bridge Too Far
      • Monopoly
      • Terminus
      • and many more...

      See any successful games there? ;-) And even Microsoft is smart enough to do it, while trying to lock everyone else into Windows/DirectX. Pretty funny, actually...

      so how are they going to feel developing for an os unproven in game development with users who are used to getting everything for free? (dont worry, i love linux, but i just dont think we should lie to ourselves)

      If they get the port essentially for free, and provide it as an "unsupported" extra, they will get a ton of good press on Usenet, the web and so on, from alpha geeks. Look at the reception Baldur's Gate games get here on Slashdot. That's worth it right there! :-)

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    4. Re:Who cares? by FauxPasIII · · Score: 1

      >> Is there any sort of OpenGL support
      >> for PS2? Maybe PS3 will make the jump...

      Console makers in general, and sony in particular, benefit hugely from exclusive titles. They have a lot to lose by making it trivial to port off of their console to other systems.

      Would playstation be the success it is without Sony's relationship with Square ?

      --
      25% Funny, 25% Insightful, 25% Informative, 25% Troll
    5. Re:Who cares? by Qzukk · · Score: 1

      Well, if games were designed from the ground up with portability in mind, then porting it would be a cinch. Starting off with "Lets go with the latest directx" generally means either your game is going to be stuck on one platform or you're going to have to reinvest more money to port it.

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    6. Re:Who cares? by Anonymous Coward · · Score: 0

      I could care less about this functionality being exposed through a proprietary API.

      You could care less? Good. If you still have the ability to care less than you do, your level of caring has not yet reached a minimum, and the story should be of interest to you.

    7. Re:Who cares? by Anonymous Coward · · Score: 0
      Look at some of the top games that have been cross-platform and earned a significate amound of money from a platform other than Windows:



      and the list goes on and on.

    8. Re:Who cares? by Anonymous Coward · · Score: 0
      I could care less...

      Good for you. I couldn't.

    9. Re:Who cares? by 2nd+Post! · · Score: 1

      You forget the Mac OS, a platform where users are *known* for paying for things, and at a premium even!

      If you develop your game from the beginning to be cross platform, you will incur little, if any, development costs for your port because the cost will be part of the development.

      Essentially the time and price to design (which is little relative to debug and test) and the time and price to test and debug; and if the game is developed with portability in the first place, you will see fewer bugs and problems than if you, as another poster suggested, used DirectX in the first place because you are forced to redesign and reimplement all the UI and structure.

    10. Re:Who cares? by rsmith-mac · · Score: 1

      Your list is correct in terms of games ported to other OS's, but not correct in terms of graphics used. Most of those games(The Sims, Age of Empires, etc) were originally built using Direct3D, and then ported to OpenGL for the Mac release, the only notable exceptions I know of being the id games and Blizzard's games.

    11. Re:Who cares? by Glock27 · · Score: 0, Troll
      Look at some of the top games that have been cross-platform and earned a significate amound of money from a platform other than Windows:

      [empty list]

      and the list goes on and on.

      So, AC, your theory is that these companies are all stupid?

      Could I please see your figures showing that the Mac ports weren't profitable?

      Didn't think so... :-P

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    12. Re:Who cares? by Anonymous Coward · · Score: 0

      > And even Microsoft is smart enough to do it, while trying to lock everyone else into Windows/DirectX. Pretty funny, actually

      You are arguing against your own point. Since DirectX games have been ported successfully to both MacOS and Linux, there's really no reason to use OpenGL.

    13. Re:Who cares? by Glock27 · · Score: 1
      s/could/couldn't/

      Sorry 'bout that... ;-)

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    14. Re:Who cares? by HawkingMattress · · Score: 1

      Look at some of the top games that have been cross-platform: [...] See any successful games there? ;-)

      Err I think it's the other way around, those games were ported because they were top selling games, and even on a "small" platform, they could find people to buy them. (ok, id games are exceptions, they were probably made portable from the start because they think it's cool and clean) They haven't been successfull in the first place because you could play them on linux or whatever... I mean, probably something like 99.99% of players don't give a shit about portability, they don't even know what the word means.

    15. Re:Who cares? by Anthracks · · Score: 1

      Making a list that includes only successful ports of successful games is a little unfair ;) Do you see many games by small studios without huge budgets on that list? Do you see many games that didn't sell VERY well on Windows first, generating enough interest in a point to justify it on that list?

      --
      Rock over London, Rock on Chicago. Wheaties: Breakfast of Champions.
    16. Re:Who cares? by JDWTopGuy · · Score: 1

      Probably not, but there is linux for PS2... anybody know whether SDL has been ported yet?

      --
      Ron Paul 2012
    17. Re:Who cares? by Oxryly · · Score: 1

      That list isn't entirely accurate. I know that

      - Baldur's Gate Series
      - Warcraft Series
      - Diablo Series
      - Starcraft

      all were programmed entirely to the DirectX APIs for their first release. There were subsequent porting projects to bring them cross platform.

      There's just so little value in "cross-platform" development when 99.5% of your intended audience is running the the same platform. In any case Direct3D's driver support is generally better.

      Oxryly

    18. Re:Who cares? by Glock27 · · Score: 2, Informative
      You are arguing against your own point. Since DirectX games have been ported successfully to both MacOS and Linux, there's really no reason to use OpenGL.

      Er, just what do you think was used for the MacOS and Linux ports?

      There are three different scenarios:

      1. Use OpenGL for graphics in either your own game engine or a third party engine...then porting is almost trivial. (id Software uses this approach.)
      2. Use a third-party engine that supports both DirectX and OpenGL, then as long as you use vendor supplied functionality switching is no problem. What is a problem is that if you extend the game engine with additional graphics effects, thus differentiating your game from the pack, you have to do it for both Direct3D and OpenGL.
      3. Write your own game engine that wraps both Direct3D and OpenGL, and handle all the requisite hassles yourself.

      Which makes the most sense to you?

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    19. Re:Who cares? by Anonymous Coward · · Score: 0

      What you aren't considering is that there's more Windows users with "Intel Extreme Graphics" and other generic crap than there are MacOS and Linux users put together. And those people do buy strategy games, etc. DirectX is actually "portable" to more customers' machines than OpenGL is.

      If you are id, you want a portable engine with a long shelf-life. If you are another dev shop, you just want to beat the odds and ship your game and not have it disappear after 2 weeks. Mac and Linux are the last thing on your mind, and if the game's a hit, solutions exist.

    20. Re:Who cares? by Anonymous Coward · · Score: 0

      Even more so is that if you have a game on a "niche" platform, yo umerely have to be better than the other players in that feild.

      There is extra work needed in making a game compatible, but that work usually improves the quality of the code (I've written for Sun/HP and NT on the same code, and some things were picked up on one platform that were forgiven on another (potentially a bug, therefore). Note- this included NT spotting problems in poorly written code segments.

    21. Re:Who cares? by Anonymous Coward · · Score: 0

      If you develop your game from the beginning to be cross platform, you will incur little, if any, development costs for your port because the cost will be part of the development.

      Yeah, but only because most game studios don't do enough testing.
      Most of them are just a pack of cunts!

  10. Horse, THEN Cart by Gothmolly · · Score: 1, Interesting

    Doesn't this logic seem backwards?
    With Pixel Shaders 2.0 and 3.0 already a part of DirectX9 this article gives a feel of what to expect from PS/VS4.0 and other DirectX features hardware developers will be expected to deliver with the likes of R500 and NV50.

    Shouldn't hardware vendors develop processing capability, then the software vendors implement the OS support? Or maybe I'm sensitive to the Evil Empire trying to dictate other computing advances through its 'embrace and extend' philosophy.

    Compare this to CPU design, however - Microsoft doesn't dictate to Intel what extensions to add onto x86. Or do they? (puts on tinfoil hat)

    --
    I want to delete my account but Slashdot doesn't allow it.
    1. Re:Horse, THEN Cart by Anonymous Coward · · Score: 3, Insightful

      Microsoft aren't dictating to NVidia and ATI what features to put in their next chips, either. NVidia, ATI, other card makers, and graphics programmers, are telling Microsoft what features they need in an API, and Microsoft are releasing APIs that have those features.

      Compare this to OpenGL, which is lagging so far behind that only rare titles take it seriously (Doom3 is the one that springs to mind).

      Note for example that both NVidia and ATI provide better support for DirectX in their drivers than they do for OpenGL. That doesn't sound like companies being imposed upon, that sounds like companies appreciating an API that supports the features they've spent a lot of money developing.

      And they don't care about portability, because Linux and MacOS are basically irrelevant as gaming platforms. That's not going to change until OpenGL catches up with DirectX, guys.

    2. Re:Horse, THEN Cart by TwistedSquare · · Score: 2, Insightful
      Here's my take:

      The game developers are the ones who really want new performance features (sure it will make the hardware manufacturers money but the developers are the ones who are really driving it).

      The game developers don't ever work directly with the graphics card, only the API. So to them extensions to performance are basically extensions to the API (and just demand that users get a card that supports the API).

      The API for DirectX is of course designed by Microsoft who want people to use it because it locks them into Microsoft more than OpenGL. So Microsoft want to advance the API to please the developers. Therefore Microsoft extend the API for new future features.

      Graphics card performance is not based on processing power, its based on how fast they can go while implementing the API (either DirectX or OpenGL). To get sales they need their DirectX performance to be good so they follow the API (with one eye, the other on OpenGL) and try and make the best card for implementing it.

      So there's no real point having a feature on your graphics card that isn't used by the API. While OpenGL does have extensiosn to allow you to get at manufacturer-specific stuff to an extent, as I recall DirectX doesn't so much (it just provides a generalised architecture for manufacturers to implement, as core OpenGL does).

      Which is why DirectX comes before the manufacturers to an extent. There's a bit of poetic licence there but that's my general view.

    3. Re:Horse, THEN Cart by Peyna · · Score: 1

      I wouldn't say that Microsoft in trying to dictate what Intel does, but they probably try to influence certain decisions that will affect how they program their Operating Systems. CPU makers and OS makers have to be in bed together.

      --
      What?
    4. Re:Horse, THEN Cart by Jeff+DeMaagd · · Score: 1

      Compare this to CPU design, however - Microsoft doesn't dictate to Intel what extensions to add onto x86. Or do they? (puts on tinfoil hat)

      CPUs are fairly general-purpose. Graphics chips are anything but. As far as instruction sets go, there are so many instructions available to make a task efficient that it looks like the best they can do is just make the registers wider with new "enhanced" instructions to process more data bits per instruction.

    5. Re:Horse, THEN Cart by Stiletto · · Score: 4, Insightful


      Compare this to OpenGL, which is lagging so far behind that only rare titles take it seriously (Doom3 is the one that springs to mind).

      I can only see one property of OpenGL that is "lagging behind" DirectX: Whiz-bang features.

      Is OpenGL "lagging behind" DirectX in portability? hardware support? scalability?

      I would argue that OpenGL as a general-purpose 3D API is more useful than DirectX soley because it is more widespread. The API is implemented (or implementable) on a more diverse selection of hardware and software platforms than DirectX can ever dream of.

      As a Intel-Windows-Cutting-Edge-Game-only API, DirectX is the way to go, but for everything else, we have OpenGL.

    6. Re:Horse, THEN Cart by Glock27 · · Score: 3, Informative
      Compare this to OpenGL, which is lagging so far behind that only rare titles take it seriously (Doom3 is the one that springs to mind).

      Wow, you are very uninformed for someone who was rated +5 Insightful.

      OpenGL exposes new 3D functionality much faster than DirectX, through the OpenGL extension mechanism. It may not be as convenient as having a "standardized" API (and OpenGL 2.0 will address as much of that issue as it can), but it is still better to be able to use new functionality immediately, rather than waiting for the next DirectX release (or worse yet beta) from Microsoft. NVIDIA's drivers even support all of this under Linux.

      As to your "rare titles" comment, see my other post for top games using OpenGL. Also reflect on the fact that every id game plus all the games based on id engines (Heretic 1/2, RTCW/ET and many more) all use OpenGL exclusively.

      And guess what, when id releases Doom3, I'm pretty sure it'll raise the bar again. Perhaps by then quite a few people will have shader-capable video cards. ;-)

      For more correct information about OpenGL, feel free to check out the official OpenGL website.

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    7. Re:Horse, THEN Cart by Ciderx · · Score: 1

      For someone marked at informative, you sure as hell don't know the difference between DirectX and Direct3D. Doom 3 does rely on aspects of DirectX such as DirectInput and DirectSound on the PC.

    8. Re:Horse, THEN Cart by Glock27 · · Score: 1
      For someone marked at informative, you sure as hell don't know the difference between DirectX and Direct3D. Doom 3 does rely on aspects of DirectX such as DirectInput and DirectSound on the PC.

      Where did I say anything about Doom3 (or any other id engine) not using DirectX? Please cite.

      The point of this topic, and my posts, relates to 3D graphics. Direct3D is part of DirectX, and as far as I'm aware, any new version of Direct3D has been incorporated in a full DirectX release or beta. Therefore, you are waiting on a new version of DirectX (not just Direct3D) for any new functionality to appear.

      I hope this cleared things up for you. ;-)

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    9. Re:Horse, THEN Cart by Anonymous Coward · · Score: 0

      Compare this to CPU design, however - Microsoft doesn't dictate to Intel what extensions to add onto x86. Or do they? (puts on tinfoil hat)

      they did in the past. They imposed some extension to be present in the 386 to support multitasking the way some Microsoft engineers envisionned it.

    10. Re:Horse, THEN Cart by Keeper · · Score: 1

      OpenGL exposes new 3D functionality much faster than DirectX, through the OpenGL extension mechanism.

      Unfortunately, each hardware vendor has it's own set of extensions they implement and support.... which isn't incredibly useful when you're writing software which needs to work with hardware from multiple vendors.

  11. DX9, 10 or whatever already is "compatible"! by cybrthng · · Score: 5, Informative

    DX9 is backwards compatible with even my lowly NV25 and MX cards.

    The issue is my card doesn't have the vertex shaders and other registers that DX9 takes advantage of so i won't be fully accelerating new DX9 features. I can run DX9 games just fine even though my card was designed with 8 in mind.

    Its not that it isn't backwards compatible, it is that your hardware doesn't suport technology of the future since it didn't exist

    Only way around this would be if your GPU core was software driven and they could update it. Otherwise to get new DX10 support, you need a DX10 card that was built with the new functionality in mind.

    Backwards compatibility has nothing to do with it. Its just like in the days of MMX vs NON MMX. IF you had MMX it ran faster, if you didn't it never wouldn't work for you.. just would be slower.

    1. Re:DX9, 10 or whatever already is "compatible"! by Anonymous Coward · · Score: 0

      And if you accidently slipped in a MMX instruction in your code with out some checking to see it the CPU had MMX before executing, you were delivered a blue screen or kernel panic...

    2. Re:DX9, 10 or whatever already is "compatible"! by BasharTeg · · Score: 3, Informative

      Except, as I understand it, with DirectX, there are multiple implementations of each function. So if you're running a P54C, it loads the pointer to the classic method of that function's implementation. If you're running a Pentium MMX, it loads the pointer to the MMX implementation of that function. Etc. The same goes for choosing between x87, SSE, 3D-Now!, or SSE2.

      So it isn't likely DirectX is going to use an MMX implementation of a function when your processor flags don't agree. Other than that, most people aren't doing inline MMX assembly in their games now that DirectX has taken to supporting streaming instructions itself.

    3. Re:DX9, 10 or whatever already is "compatible"! by Fnkmaster · · Score: 3, Insightful

      That's how it's supposed to be. The problem is that in practice, I've seen cases where the "emulation" of a vertex shader in CPU didn't work properly (a DX8 vertex shader that ran fine on GPU, but had weird problems on CPU). The solution was a line-for-line port to C++ of the vertex shader, and having a separate execution path for non-VS supporting cards. In short, a big pain in the ass to program for.

    4. Re:DX9, 10 or whatever already is "compatible"! by Tim+C · · Score: 2, Informative

      DX9 is backwards compatible with even my lowly NV25 and MX cards... Its just like in the days of MMX vs NON MMX. IF you had MMX it ran faster, if you didn't it never wouldn't work for you.. just would be slower.

      Now, in general you are correct - however, the Deus Ex 2 demo refused to run on my girlfriend's PC because it lacked support for pixel shaders (v1.1, iirc). That machine has the latest DX installed, but only has a GeForce 4 MX. My machine, with a Ti 200, runs the demo fine.

      Perhaps it doesn't have to be that way, and I realise that it's only a demo, but that's the way it is at the moment.

      Also, specifically addressing your MMX comment - I seem to remember Unreal refusing to run on my PC at the time, which had a Cyrix PR166 (with no MMX support), precisely because of the lack of MMX support.

    5. Re:DX9, 10 or whatever already is "compatible"! by Anonymous Coward · · Score: 0

      Yes, but that's because the Deus Ex programmers told the program to shut down on certain machines. They could have done the same if your processor wasn't an Intel or your clock was set to Tuesday. There is no such limitation in Direct X. It's kind of irrelevant what one user decides to do with it. Although I must applaud them for going out of their way to make the game unplayable.

    6. Re:DX9, 10 or whatever already is "compatible"! by Tim+C · · Score: 1

      Yes, I realise that - hence my comments about it not needing to be that way. It doesn't really matter, though, as the demo is unplayable on hardware that they consider to be "sub-standard". As you say, it could have been for any reason, and I didn't mean to imply that it was DX9's fault, as it most certainly isn't.

      It is, however, an example of a DX9 app that does not degrade gracefully. It isn't DX9's fault, but that won't matter to the guy trying to play it (who, of course, will anyway blame the game, not DX9)

    7. Re:DX9, 10 or whatever already is "compatible"! by Anonymous Coward · · Score: 0

      Oh come on. Unreal was presented at asm92, it couldn't possibly have required MMX those days.

    8. Re:DX9, 10 or whatever already is "compatible"! by Tim+C · · Score: 1

      '92? Bullshit.

      I have the CD in front of me as I type - it is marked as being copyright 1998.

      I know - IHBT, IHL, IWNHAND.

    9. Re:DX9, 10 or whatever already is "compatible"! by Anonymous Coward · · Score: 0
    10. Re:DX9, 10 or whatever already is "compatible"! by merlin_jim · · Score: 1

      Only way around this would be if your GPU core was software driven and they could update it. Otherwise to get new DX10 support, you need a DX10 card that was built with the new functionality in mind.

      Or if it was reconfigurable hardware... like an FPGA

      Only problem is that performance FPGAs in the types of speeds graphics cards require are not cheap... 1 GHz units typically cost $300+, and those top out at about a million logic units, making for a final end-user cost on the wrong side of $1000, I'm sure...

      This becomes economical when one considers the expected useful lifespan of such a device compared to a regular videocard, and the possibility for future upgrades of the VPU seperate from the card (like motherboards, this design is flexible enough for drop-in processing unit replacements... just gotta load the right firmware to make the card and VPU talk to each other)... but it's hard for me, the consumer, to look at a $250 card and a $1000 card, know that their performance is currently equivalent, and choose the $1000 card...

      --
      I am disrespectful to dirt! Can you see that I am serious?!
  12. So what is a shader? by Anonymous Coward · · Score: 0

    Enlighten me.

    1. Re:So what is a shader? by Patrik_AKA_RedX · · Score: 1

      A shader is something that shades things that need to be shaded, while leaving thing that don't need to be shaded alone.

    2. Re:So what is a shader? by tomstdenis · · Score: 4, Informative

      I'm no 3d coder guy but as I understand it shaders are short programs you can enter into the GPU to control how a face is rendered [at a given vertex]. Before that you used to say "render me with [phong|gouraud|flat] shading" and the whole thing looked uniform.

      Shaders programs let you do cool things like features [e.g. skin, roughness to things, etc...]

      What I don't get is why didn't they just make the GPU a generic RISC with say 32/32 registers [ALU/FPU] and a set of instructions that fast graphics would require [say saturated X bpp operations, fast division, etc...]

      That way you have a processor you can just upload code to. Also make it a standard so instead of having "every joe and their brothers graphic processor specs...." you have something truly conforming...

      Tom

      --
      Someday, I'll have a real sig.
    3. Re:So what is a shader? by Pius+II. · · Score: 2, Informative

      Er, they did. There's even a C-like programming language, in case you don't want to write raw assembler for these processors. The whole process of uploading stuff on the graphics card is halfway standarized, at least in OpenGL; I don't use DX, but according to documentation you can use the same shaders with similar commands.

      Documentation of the OpenGL side is in the OpenGL Extension Registry, look for "shader" and "program".

    4. Re:So what is a shader? by SmackCrackandPot · · Score: 4, Informative

      What I don't get is why didn't they just make the GPU a generic RISC with say 32/32 registers [ALU/FPU] and a set of instructions that fast graphics would require [say saturated X bpp operations, fast division, etc...]

      This was tried in the past, with TI's TIGA (Texas Instruments Graphics Architecture) which supported the TMS34010 and TMS34020/34082 graphics coprocessors. This was a really neat architecture which accelerated 2D and basic 3D operations. Unfortunately, the CPU chip manufacturers (Intel, etc...) would identify the bottlenecks and optimise their CPU's so that the next generation chips would be faster than a current generation CPU/GPU. "Local Bus" basically whacked out TIGA from the market. A real shame, since you could write your own extensions which had complete access to GPU memory (maybe this was a bad thing). They even got as far as having a trapezium rendering algorithm (halfway to rendering triangles).

      Going back to the present day, look for the extensions like ARB_vertex_program and ARB_fragment_program. According to Microsoft's plans, these will at least have identical instruction sets. I wonder how long it will be before we can completely define an entire graphics pipeline using a single program.
      (This would probabl require virtual "clip_vertex", "render_triangle" function calls).

    5. Re:So what is a shader? by Anonymous Coward · · Score: 0

      Its a microprogram. Currently there are two: Vertex Shader, to do vertex level operations (placing the triangle in the right spot, vertex level lighting, etc). The other (Pixel Shader) does pixel operations, primarily blending multiple textures together in interesting ways to achieve the desired result. The output of the vertex shader feeds directly into the inputs of the pixel shader (color, fog, texture coordinates). The output of the pixel shader feeds into a blender which blends it with what is already on the screen.

      The future this article is describing is all of these operations are going to be merged together which gives graphics programmers a lot of freedom.

    6. Re:So what is a shader? by Anonymous Coward · · Score: 0

      Actually, in OpenGL 2, you're required to rewrite the entire graphics pipeline in terms of shaders if you want to use the shading language. 3Dlabs has mumbled something about providing a default pipeline implementation, so you don't need to go to the hastle of building up your own just to replace one aspect of how OpenGL renders things.

    7. Re:So what is a shader? by Frobnicator · · Score: 1

      Before that you used to say "render me with [phong|gouraud|flat] shading" and the whole thing looked uniform. Shaders programs let you do cool things like features [e.g. skin, roughness to things, etc...]

      I am a 3D coder guy, and your description is grossly accurate. Allow me to be more accurate. :-)

      In 3D graphics, models are composed of vertex sets (all the edges) and fragments (pieces of the model). For performance reasons, you want to keep all the models on the video card, and not re-transmit them through the system bus every frame.

      Example: a walking person.

      In a "vertex soup" system, you would have to carefully move every single vertex, every frame, then upload that to the video card, and let the video card rasterize the model (=convert it from points into a picture). This is not very practical.

      Fragmenting your model into pieces (torso, shoulder, upper-arm, joint, forearm, etc.) lets you keep all the pieces on the video card and move the different pieces around, much like a jointed wooden doll. Keeping it on the video card means you don't have to spend a long time waiting for the data to be transferred to/from the CPU, so you can see a *huge* speed improvement.

      Now lets say you want to modify the model, maybe to make the joints look beter.

      Without shaders, you would have to modify a bunch of points on the model, then transmit it back up to the video card, then render it, every frame. That is very slow, but easier to transmit a small portion, like a joint, every frame than it is to do the entire model.

      Shaders try to help you keep the model on the video card. Rather than modifying and re-transmitting a model fragment, you send a shader program and give it instructions every frame.

      What they can do

      Vertex shaders let you modify :

      • vertex transformations (moving points around),
      • normal transformation (changing what direction is 'forward'),
      • texture coordinate changes (changing where the artwork on the model sits),
      • lighting changes
      • coloring changes

      Fragment shaders let you modify:

      • Stuff that takes place between vertex points, such as surface smoothing,
      • Textures (changing the artwork that is wrapped around the points),
      • Texture application (changing how the artwork is wrapped),
      • depth cueing (fog or vanashing into the distance),

      You can do an awful lot with those shaders, much more than the few things you mentioned. Some of the big things right now are hair/fur, grass/sand/dirt on terrain, and perturbed surfaces.

      But there are a lot of things shaders cannot do. They only operate in specific places in the graphics pipeline. They must be small and operate within very tiny time and space requirements. They have limits on execution control (no looping). They have very limited input, and output can't effectively be re-used in other places.

      What I don't get is why didn't they just make the GPU a generic RISC with say 32/32 registers [ALU/FPU] and a set of instructions that fast graphics would require [say saturated X bpp operations, fast division, etc...] That way you have a processor you can just upload code to.

      Shaders need to be very small and run very quickly, since they may be run in the hardware hundreds of millions of times each second. One of the biggest complaints I hear about shader languages is that you can't loop, and you can't do more general programming on the GPU. But shaders have to live within very tight rules. They function as a slow pit-stop or detour within a VERY high-speed rendering pipeline.

      But lets just think about it; Let's briefly consider the GeForce4 Ti 4800. It has an advertized performance of 136 million verts/sec and 1.23 Trillion ops/sec. If they had only a single pipeline, it would ne

      --
      //TODO: Think of witty sig statement
  13. Ooo ooh idea by tomstdenis · · Score: 1

    Instead of say "ultra shade 2000 (tm)" how about "more polys render (tm)". Cuz really well drawn 2d trees/grass/foilage is getting kinda lame [no matter how high the bpp is!]

    Really it gets to the point where people are like I want 300fps *and* I want every pixel to be drawn perfectly.

    I'd just go for decent poly/s and a card that doesn't catch on fire! Heck I play most games in 16bpp [yuck! ... though I recall when 15/16 bpp was dreamy] cuz I concentrate on the game, not how nicely phong shaded some poorly tesselated object looks.

    That and as many others said... why not use OpenGL? Or better yet. Why doesn't DirectX just act like a wrapper around OpenGL [or merge OpenGL into DX?] DX does provide input/sound support which nobody bitches about. The 3D support leaves a lot to be desired [and undesired]

    Tom

    --
    Someday, I'll have a real sig.
    1. Re:Ooo ooh idea by Anonymous Coward · · Score: 0

      What the hell are you talking about? The graphics support in OpenGL is YEARS behind what you get in DirectX. Unless you go on and use vendor-extensions (which kills the cross-card-compatibility aspects of your game) you are going to end up with:

      a) A shitty looking game when compared to other games
      b) DOOM 3 - where the guy writing the graphics engine has to do most of the work himself.

      Unless you can clone dozens of Carmacks, OpenGL is def. not the way to go.

    2. Re:Ooo ooh idea by Bo+Diddly+Squat · · Score: 1

      Merge OpenGL into DX ?
      Ooh, ooh, I know that one. Wasn't it called Fahrenheit ?
      Here's a nice explanation of what happened: http://en.wikipedia.org/wiki/Fahrenheit_graphics_A PI

      Sgi really got screwed on that one.
      Microsoft doesn't seem to like open standards.

    3. Re:Ooo ooh idea by Anonymous Coward · · Score: 0

      Unless you use the OpenGL MANHAM CANNING extensions, it's going to look like a BOTTLE OF MANGOO next to DirectX

    4. Re:Ooo ooh idea by Trejkaz · · Score: 1

      Actually if you had read the various comments above, OpenGL is actually ahead of DirectX. It's Microsoft zealots such as yourself who spread rumours to the contrary.

      The truth is if everybody used OpenGL and SDL, their games would be more likely to be ported, and that doesn't just benefit the gamer because some of the money from the extra sales go to the games' developers.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
  14. Wouldn't game companies.... by i.r.id10t · · Score: 1

    ... be better off using something like OpenGL or SDL or some other cross-platform (if not Free, free, or combinations thereof) API, if for nothing more than to make porting to Mac or consoles or anything else much easier?

    --
    Don't blame me, I voted for Kodos
    1. Re:Wouldn't game companies.... by Anonymous Coward · · Score: 0
    2. Re:Wouldn't game companies.... by gl4ss · · Score: 1

      game companies tend to be very short sighted in this regard.

      anyways.. earlier it was probably the best way to be, coding the thing again for every platform as every operation was precious and the systems were so different that you really had to be thinking precisely what you were coding for. however as this has turned around in recent years that's no longer the case and no matter what system you're doing for you end up coding most(if not all) of the projects in higher level languages(using high level apis) so probably it will change the culture in the business in few years as there will be less and less of lowlevel machine spesific code.

      --
      world was created 5 seconds before this post as it is.
    3. Re:Wouldn't game companies.... by T-Ranger · · Score: 2, Interesting
      In theroy, yes. On a purely technological decision making, its not all that hard to develope cross platform apps, even apps that use bleeding edge features like games.

      But there is more then just a technological cost to bring games to market. There is the marketing, QA, tech support, packaging, distribution, etc, etc, etc, of bringing games to additional markets. And even if it was just money, (most?) game companies are fairly small outfits; the 'distraction' of other markets might be too much for overworked staff, everyone from the CEO down to coders.

      While I dont think the 'Loki experiement' was fair: its clearly easier to port to other OS if you do it from day 1, not from the release date. Basicly only ID Software developes games that have a design goal of being cross platform. But the ID Software people all have more money then they can spend, there decisions are not purely business ones, and others who should/could be using ID as a prescidence know that. It would take time, money, and (perhaps most importantly) effort, to develop games for what is still unproven markets.

      Since it hasent been pointed out yet, its not a OpenGL v DirectX question. DirectX is not just a 3d graphics library; it does many, many other things. While there are many OSS projects to bring the same type of libs to linux (and other !MS OSs), some sponsored by now dead Loki, DirectX is the most compleate set of libs... And while I havent coded it either OpenGL (and friends) or DirectX, Im suspect, since DirectX comes from a single source, as a whole it is more cohesive and unified then OpenGL + friends... Which isnt to say that any given DirectX component is better then alternatives, but as a package DirectX is almost definitly better then the (not existant) OSS package.

  15. Luckily, not for a couple more years... by TheLoneDanger · · Score: 1

    "While the next major revision for DirectX is not expected until Longhorn's launch..."

    Well, that means we've got at least a couple years (or a decade) for games to really take advantage of DX9. I'm glad that people will be given a chance to get new hardware that properly supports DX9 (at a mainstream price) and PLAY games that support it before we're told to upgrade again, even if it's only because of Microsoft's problems with Longhorn.

    (Minor digs at MS and Nvidia in there of course).

    --

    "But I trust in the people's capacity for reflection, rage and rebellion." -Oscar Olivera
  16. I want the nitty gritty by ciaran_o_riordan · · Score: 1, Insightful

    How about a sneak preview of how many patent licenses it will require to implement?

    No, wait, that would be bad marketing. You have to get everyone excited about it first, then when everyones asking for it, the other vendors will want to use it, and *then* the patents come out.

    Ah, screw all this microsoft monopoly crap. I prefer free market capitalism. Give me Free Software any day.

  17. X Power by lousyd · · Score: 1
    currently titled "DirectX Next"

    "We have X's in our name, too! In fact, in our new and improved version there's twice as many X's! Just wait until our next operating system, codenamed Windex, comes out. Those Linus people ain't got nothin' on us."

    --
    If aspiration is a virtue, achievement cannot be a vice.
    1. Re:X Power by keith6689 · · Score: 1

      A windex is an instrument to show the wind direction on a sailing boat. If microsoft made them, the wind would change, and your boat would sink!

  18. Thats Nice... by Anonymous Coward · · Score: 0

    ...but will it run on my 3dfx Voodoo 2?

  19. Version mania by hey · · Score: 2, Insightful

    I have done some work with DirectX and the biggest problem I see is that new versions come out too quickly. Do you want your project to be totally tied to DirectX version N with you know N+1 will be out next year making your huge project obsolete or requiring a rewrite. For that reason SDL or OpenGL (an API that hardly changes) appeal to me. Who wants to build on shifting sands.

    1. Re:Version mania by Anonymous Coward · · Score: 0

      Why is this insightful? Give Microsoft credit: They're very good about making DirectX backward-compatable.

    2. Re:Version mania by Mr_Silver · · Score: 4, Insightful
      I have done some work with DirectX and the biggest problem I see is that new versions come out too quickly. Do you want your project to be totally tied to DirectX version N with you know N+1 will be out next year making your huge project obsolete or requiring a rewrite.

      Disclaimer: I have never looked at or written a piece of code in my life that used DirectX.

      However, your comment makes no sense. All games written for one version of DirectX should work in the later versions. Otherwise you'd have games failing left right and centre and people on here bitching about how they can't update DirectX without killing their favourite game.

      Hell, I have a couple of DirectX 5 and 7 requiring games and they work just fine under v8 and my recently installed 9.

      The only downside to the frequent updates is when you want to take advantage of all the new wizzy things the graphics cards are doing. But I don't think thats a fault of Microsoft, more an indication of the rapid pace of development (since MS merely support the things the graphics card makes tell them their next cards can do)

      --
      Avantslash - View Slashdot cleanly on your mobile phone.
    3. Re:Version mania by sithlord2 · · Score: 2, Interesting



      DirectX is COM-based, so it remains backwards-compatible. COM specifies that new versions of a COM component should support the older interfaces. Besides, the only time I remember that there was a drastic change in DirectX's architecture, was when they switched from DX7 to DX8 when DirectDraw en Direct3D where merged into DirectGraphics. Besides, even then you could still use the older interfaces if you wanted to.

      --
      ...You are over-qualified and under-paid. If we give you a raise, we will break the cosmic balance of the universe.
    4. Re:Version mania by xigxag · · Score: 0, Flamebait

      I have done some work with DirectX and the biggest problem I see is that new versions come out too quickly. Do you want your project to be totally tied to DirectX version N with you know N+1 will be out next year making your huge project obsolete or requiring a rewrite. For that reason SDL or OpenGL (an API that hardly changes) appeal to me. Who wants to build on shifting sands.

      That's one of the most ridiculous comments I've ever read on Slashdot. You're saying it's an advantage for OpenGL to be behind the times? If so, then what's stopping developers from using it? Maybe they like to have the latest features? Using your reasoning, people ought to develop for the VIC-20 because it's a stable platform that doesn't advance, but Intel PCs are "shifting sands" that annoyingly keep getting more memory and speed and thereby threatening to render obsolete your version of Breakout.

      Seriously, when you develop a game, you pick a version of DX that you want it to be developed on. If you pick DX8, you don't have to stop in the middle and change when DX9 or DX10 come out. You can stay with the same stable feature set that you originally started with. Just like you could with OpenGL. The difference is that DX gives you a choice to rewrite for the latest gee-whiz features...if you want to.

      --
      There are two kinds of people: 1) those who start arrays with one and 1) those who start them with zero.
    5. Re:Version mania by .pentai. · · Score: 2, Informative

      I'm sorry but your misinformed, in some ways.
      OpenGL generally has features available BEFORE DirectX does, accessible via extensions.

      However, once it's available through a vendor extension (NVidia or ATI proprietary) then it usually takes a while and some reworking to make your code work when an official extension is supported (ARB, or somethings EXT).

      However your other comments are pretty much right on. You don't change your DX8 game to DX9 just because DX9 just came out, however you probably WILL change it to DX9 because your manager who knows nothing about technology says OOOH BUZZWORDS! and wants them on your game's box too...

    6. Re:Version mania by DeadMeat+(TM) · · Score: 2, Interesting
      However, your comment makes no sense. All games written for one version of DirectX should work in the later versions. Otherwise you'd have games failing left right and centre and people on here bitching about how they can't update DirectX without killing their favourite game.
      (Disclaimer: I have written code for DirectX, but not since DirectX 7.)

      Actually, you do get problems like this to a degree. When you want to get a DirectX interface, you have to go through COM+. COM+ requires that library developers (read: the DirectX dev team) tag each version of their interfaces with a unique ID, and each time a new version of their library changes an interface, it's required to return the older interface if a program asks for it. The upshot of this is, if a game asks for a DirectX n object, then DirectX n+1 has to be able to accomodate it.

      So, in theory, DirectX is backwards-compatible. In practice, DirectX versions sometimes maintain the same interface but make slight changes to functionality that break older games (especially ones that have code to work around DirectX bugs that Microsoft later fixes). I know there have been a good number of games that crash or otherwise act weird when you upgrade DirectX past a certain version, but the only one I can think of off the top of my head is WarBirds (which they later fixed through a patch).

      Admittedly, this doesn't happen much anymore (WarBirds was a few years ago), but it does happen.

    7. Re:Version mania by xigxag · · Score: 1

      I'm sorry but your misinformed, in some ways.

      Fair enough. :)

      But in my defense, I was using as a starting point the previous poster's allegation that OpenGL is superior because of its lack of mutability. So I suppose my followup had a bit of GIGO to it. Thanks for the further info.

      --
      There are two kinds of people: 1) those who start arrays with one and 1) those who start them with zero.
    8. Re:Version mania by Anonymous Coward · · Score: 0

      No, you moved from DX8 to DX9 because they fixed some of the remainig warts (vertex declarations, vertex and pixel shader handles are now objects), and because DX9 was flat out more efficient internally and a bit faster to use. Overall D3D in DX8 and DX9 aren't all that different .

    9. Re:Version mania by Anonymous Coward · · Score: 0

      DirectDraw wasn't so much as merged as it was deleted.

    10. Re:Version mania by Keeper · · Score: 2, Interesting

      You use DirectX through COM.

      COM+ was a horrible idea based around building/managing an application by dragging & grouping COM+ components some funky control panel/application dohicky. COM+ was built on top of COM. Most people like to forget that it ever existed.

      The rest of what you say is essentially correct, though not technically. All COM interfaces are required to have a unique identifier associated with them (called a GUID), not just interfaces you want to have different versions of. Normally in COM, when you want to get/create an object you call CoCreateInstance (or a variation of it) and pass in GUID of the object you wish to retrieve. You don't do this with DirectX -- the SDK has a method for each version of DirectX you can call to retrieve the correct Interface.

      So in DirectX 9, you'll want a pointer to an IDirect3D9 interface, which you'll get by calling Direct3DCreate9(D3D_SDK_VERSION). D3D_SDK_VERSION is a constant defined in one of the DirectX SDK headers representing the version of the SDK used to build the binary in question; it is NOT the version of the interface you want (this ensures that you have the right headers associated with the libraries you're linking with). All of the IDirect3D9 method return "9" interfaces (ex: IDirect3DDevice9).

      Technically, COM doesn't require that you use different names for different interfaces (as long as they have unique guids), but in practice it makes things MUCH less confusing to do so. In the case of DirectX, it also means you don't have to do anythink funky with namespaces (because the sdk would include items from previous versions, which would have the name name but be different objects...).

    11. Re:Version mania by raodin · · Score: 1

      You obviously haven't done much work with it... Because thats not true. I *have* done a little with it, and even *I* know that.

    12. Re:Version mania by Asmodeus · · Score: 1

      More mud in the mix with Managed DX9. So far Microsoft have already released an update which broke our compile - even though it was a BUILD number change not a minor version change the API was incompatible. Long term tho' the managed DLL versioning should prevent such problems and ensure a more stable API of which multiple versions can really co-exist

      Asmo

    13. Re:Version mania by DeadMeat+(TM) · · Score: 1

      I stand corrected. Personally I've just grouped COM and COM+ together under the category of "APIs that need to be taken out back and shot". (I'm sure COM has its uses, but IMHO DirectX ain't it.)

    14. Re:Version mania by Anonymous Coward · · Score: 0
      I have done some work with DirectX and the biggest problem I see is that new versions come out too quickly. Do you want your project to be totally tied to DirectX version N with you know N+1 will be out next year making your huge project obsolete or requiring a rewrite.

      Since you've done DirectX programming, you know that DirectX is based on COM. You also know that COM IDL templates work by compiling into versioned code, and you must surely know that newer releases of DirectX basically contain previous releases of DirectX within them for programs requesting older version numbers of interfaces. Given this, I'm forced to assume that your frequent rewrites have ulterior motives since they are not necessary :)

    15. Re:Version mania by Keeper · · Score: 1

      Actually, COM is a very good way to go about solving the problem it attempts to solve: How do you communicate with processes/objects outside of your address space? And how do you do so in a way that allows you to share libraries/code between applications in a standardized way? And do so with code compiled with different compilers/compiler versions?

      Implementing DirectX using COM is actually a very good way to do it. I won't really go into the details on why, but I think with the questions listed above you might start to get a picture of why.

    16. Re:Version mania by Anonymous Coward · · Score: 0

      Humm, a part of the API was deleted.
      Would that not require some rewrites?

  20. why? by DrSkwid · · Score: 0, Flamebait

    My web server doesn't do much 3d graphic processing

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    1. Re:why? by Anonymous Coward · · Score: 0

      But my workstation does.

    2. Re:why? by Anonymous Coward · · Score: 0

      That was his exact point. It's maybe the only thing microsoft does well.

  21. That annoying spellchecker by gspr · · Score: 2, Interesting

    Notice how some words, such as "OSs", are underlined by the spellchecker in the pictures. Are they too lazy to remove those?

  22. MOD PARENT DOWN by Anonymous Coward · · Score: 0

    Just another ignorant, Microsoft hating fool who was absolutely no knowledge of any of the subjects he just touched on, and who thinks he's battling the "evil empire" by pointing out Microsoft's wrongs, even when they aren't wrongs.

    Oh wait, this is Slashdot, MOD PARENT UP!

  23. If topic="games" then microsoft"evil"? by acvh · · Score: 0, Offtopic

    sad, really.

  24. can iu run linux on it? by Anonymous Coward · · Score: 0

    but can i run it from linux?

    seriously. i wonder if the next generation computing has drm involved with the directX. and by the way i dind't RTFA becuase.... well i'm lazy

  25. Knowledge, THEN Post by BasharTeg · · Score: 4, Insightful

    I try not to make it a habit to flame people, but do you know what you're talking about? Adding new functionality to DirectX *before* the new hardware comes out, means that when you buy your new GeForce FX 9999, you don't have to wait for Microsoft to release a new version of DirectX 6 months later to use the full potential of the card. This has absolutely nothing to do with embrace and extend. This is their proprietary graphics/multimedia API in the first place. How can they "embrace and extend" their own library?

    Your second bit of anti-Microsoft conjecture is no better than your first. When it comes to Microsoft working with Intel to add extensions to the x86 processor set, so what if they did? Do you think they wouldn't benefit all x86 operating systems? At the level of the instruction set, how would you design into an x86 CPU, instructions which only benefit one x86 OS? Yes, Microsoft has worked with Intel on the instruction set, but mostly vice verca. It is Intel who releases the manuals on "how to write an OS for our CPUs." But no matter how they're working together, that is a good thing, not "the evil empire at work."

    Please, learn a little and think a little before you post your knee-jerk anti-MS reaction. There are plenty of legitimate reasons and opportunities to bash Microsoft. The problem I see is a lot of people look like that guy from Can't Hardly Wait who keeps trying to find the right second to start the slow clap.

    1. Re:Knowledge, THEN Post by Alan+Partridge · · Score: 1

      "Adding new functionality to DirectX *before* the new hardware comes out, means that when you buy your new GeForce FX 9999, you don't have to wait for Microsoft to release a new version of DirectX 6 months later to use the full potential of the card."

      Oh come on! How many actual APPLICATIONS (ie games) will even FULLY exploit DX8 by the time DX10 is released? This whole gfx arms race is beyond pathetic.

      --
      That was classic intercourse!
    2. Re:Knowledge, THEN Post by Gothmolly · · Score: 1

      Take a page from your own book - please provide EVIDENCE (not a number of anecdotes) that MS has worked on the x86 instruction set with Intel.

      And please, get a real name. Chapterhouse Dune sucked.

      --
      I want to delete my account but Slashdot doesn't allow it.
    3. Re:Knowledge, THEN Post by Anonymous Coward · · Score: 0

      So then they should simply halt development of their software features because the hardware hasn't fully exploited their capabilities yet?

      It's amazing how many people want to tell Microsoft how to run their business. Perhaps these people should consider collecting enough money to buy their way onto Microsoft's board of directors. If they decide that's not feasible, perhaps they should remember that this is a country of free enterprise, and that developing new technology is a good thing(tm), even for Microsoft.

    4. Re:Knowledge, THEN Post by Anonymous Coward · · Score: 0

      I wasn't saying they have or haven't. What I was saying was even if they DID, that wouldn't be a negative thing, because it would benefit all x86 OSes. Perhaps you should try reading my post.

      If you really want, here's a quick Google result which claims Microsoft was working with Intel on the 80286. http://www.vannattabros.com/history5.html

      Or perhaps this Bill Gates deposition regarding the details of how Intel and MS work together: http://www.microsoft.com/presspass/trial/nov98/11- 9mcgeady.asp

      "And please, get a real name. Chapterhouse Dune sucked."

      So says "Gothmolly." I prefer not to engage in ad Hominem. Is your argument so weak that you must lower yourself to that level?

      And Bashar Teg was introduced in Heretics of Dune, not Chapterhouse: Dune.

      Are you finished?

  26. What are the real advantages? by Pan+T.+Hose · · Score: 1

    What is the real advantage of using DirectX instead of standard OpenGL? I'm going to start a little project soon and I have to decide what tools to use. Are there any problems with OpenGL support on Microsoft systems or what?

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
    1. Re:What are the real advantages? by Anonymous Coward · · Score: 1, Interesting

      There is an interesting comparison article on www.gamedev.net. Basically, I use opengl because it seemed to be the easiest to set up, and I knew other hobbyists that used it. It seems that it would also be a sensible idea to get the hang of Direct X as well if you are aiming for any sort of career. Almost all features of direct x are supported in opengl through extensions. Check out that site, it's useful :)

    2. Re:What are the real advantages? by SuiteSisterMary · · Score: 1

      OpenGL = portable, and for some people, easier to wrap their heads around than DirectX (the famous battle between Carmack and Microsoft was in the DX *3* era; things have improved vastly, since then, and Carmack agrees.)

      DX = everything in one package (graphics, sound, networking, input, and so on,) and it all works on a windows PC. Oh, and less headaches for the developer in terms of drivers; I remember GLSetup.exe so you could get just the right combo of drivers, OpenGL release and so on.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  27. They're failing to address a major bottleneck IMO by Samir+Gupta · · Score: 2, Funny
    Since the earliest days of 3D graphics architetures on the PC, a major bottleneck has been the speed of the bus between main system memory and the graphics hardware, be it AGP, PCI, or some proprietary solution. This is usually the limiting factor when it comes to transferring models and textures of a size that we would like to use when rendering super realistic 3-D characters for games.

    At Nintendo, we have been surprised that no major graphics vendor has really addressed to an adequate degree this problem, so we're currently spearheading the development of a new architectural paradigm called MARIO, standing for (Making Assets for Rendering I/O Optimized).

    In a nutshell, we move bandwidth and space-consuming model and texture data from RAM and disc media, where it is time-consuming to load, to super-fast ROM, contained within the GPU itself. Having this data in silicon will dramatically speed up the rendering process and hence the user experience overall.

    You may ask, how do we modify these models and textures? Of course, that is not possible, but we've done great research, and have found that for most of our games, the same models and textures are always being used anyhow, so it makes sense to put those in ROM.

    Specifically, we're embedding data for Mario, Luigi, Donkey Kong, the Princess, and Link into ROM. For 99% of our anticipated future games, this will cause a dramatic speedup in performance, and will provide a great incentive for game developers to license the use of our assets in their games, instead of using their own proprietary non-Nintendo characters in order to make their 3-D rendering pipeline as efficent as possible.

    We at Nintendo look forward to the quantum leap in graphics performance this new architectural vision will surely bring on and are quite excited as you can see!

    --
    -- Samir Gupta, Ph. D. Head, New Technology Research Group, Nintendo Co. Ltd., Kyoto, Japan.
  28. Yeah... by Orne · · Score: 1

    Longhorn.

    1. Re:Yeah... by Anonymous Coward · · Score: 0

      Probably not.

  29. Heyyyyy Samir! by Anonymous Coward · · Score: 0

    U rawk d00d! You went from the head of Sega R&D to Nintendo's R&D, quite a jump!

  30. The story.. by teamhasnoi · · Score: 1
    When Windows Longhorn was first demoed, the reviewer saw the buggy install, the frequent crashes, the god-awful GUI and said, "Windows? NEXT!"

    No really, I was there.

    1. Re:The story.. by JohnFluxx · · Score: 1

      gosh - the beta was buggy?!

      The reviewer was being a dick

  31. Let's Develop what has been allready developed ... by GNUALMAFUERTE · · Score: 0

    Many Times the Free Software movement has been critiziced for doing that, but in that case we had good reasons 1) Ethical 'Improve' 2) Thecnical Improve. But, in this case, m$ is just developing something that allready exist, just for commercial reasons. And, in this case, everyone seems to agree with that, they even can accept the missfeatures of beta realeses that are being sold (while the same people seems to not accept beta releases that are out there to download for free). It seems that if software is propietary, and with a big company behind it, people accepts aggresive changes, backward incompatibility, hardware issues, failing drivers, beta features puted on so called 'realeses' that are actually being sold. But, they can't take that from Free Software, they try to take down HURD because they say there is allready a Free Unix Kernel, they talk against free software by naming those 'unstable, unsupported' beta features. But when beta code is hacked into a propietary products and sold away, they call them 'New Advanced Features'.

    --
    WTF am I doing replying to an AC at 5 A.M on a Friday night?
  32. DirectX Next? by Reteo+Varala · · Score: 2, Funny

    What, you mean it's not going to be called DirectXX?

    It would certainly get someone's attention...

    1. Re:DirectX Next? by Anonymous Coward · · Score: 0

      Pfft, I'm waiting for DirectXXX

  33. Re:They're failing to address a major bottleneck I by Bob+The+Cowboy · · Score: 1

    Are you guys retarded?

    Why is this modded up to insightful, instead of funny? /me blinks

  34. NO. by Anonymous Coward · · Score: 0

    Those markets are too insignificant to bother with.

  35. Xbox Next has three X's by tepples · · Score: 1

    Xbox Next, if it's not just a codename, is already triple X. Whether this is XXX in the Vin Diesel style or XXX in the high-nudity low-artistry style is still in the proverbial air.

  36. Next Version of Windows by handy_vandal · · Score: 1

    I guess we all know what the Next version of Windows is going to be called! :)

    As I understand it, the next version of Windows is code-named Donghorn.

    -kgj

    --
    -kgj
  37. Eliminate Windows stories from /. please by pyite69 · · Score: 1


    It's just sad to see how far down Slashdot has
    sunk these days.

  38. Taking this joke and running with it by tepples · · Score: 1

    In a nutshell, we move bandwidth and space-consuming model and texture data from RAM and disc media, where it is time-consuming to load, to super-fast ROM, contained within the GPU itself.

    The Intellivision console actually tried storing 3/4 of its textures in ROM, which is why so many of the games for InTV look the same. I originally thought this was true of the NES as well, what with the uppercase Latin font being identical across so many early NES games and with early Game Boy games having a different font altogether, but the first time I went ROM hacking, I realized this wasn't true.

    Speaking of ROM hacking, if you really did work at Nintendo, I'd be sued by now.

    Specifically, we're embedding data for Mario, Luigi, Donkey Kong, the Princess, and Link into ROM.

    Wouldn't the Bowser model be more detailed than the Mario model, requiring more of a load time and becoming more of a candidate for on-console caching?

    Another objection: ROM is slow and expensive; hard disk drives, as used in the Xbox console, are much cheaper and still faster than typical DVD-ROM. Couldn't the game keep the models on the disc and then cache them on the HD, possibly sharing models between a pre-installed Smash Bros. 3 and many of Nintendo's other flagship titles?

  39. Dude by nnnneedles · · Score: 1

    When it comes to graphics, what I want is exactly "Whiz-bang" features.

    Graphics whore since 1983 and proud of it!

    --
    Will code a sig generator for food
  40. Re:My wish by Anonymous Coward · · Score: 0

    Sorry dude, but you got trolled. Someone used this on Fark yesterday.

  41. Re:They're failing to address a major bottleneck I by Lord_Dweomer · · Score: 2, Informative
    And just so everybody is clear. Samir Gupta is an infamous Slashdot troll who in fact, does NOT work for Nintendo. Do not be confused by his seemingly intelligent posts.

    --
    Buy Steampunk Clothing Online!
  42. Yeah. by Anonymous Coward · · Score: 0

    obsession with X's will finally bring you to triple X. What an operating system that would be!

    It's called the 'internet'

  43. You're missing the point. by Anonymous Coward · · Score: 0

    If graphics were all about eyecandy, maybe you'd have a ...oh. RainbooOOOw.

  44. Re:They're failing to address a major bottleneck I by Lord_Dweomer · · Score: 1
    And just to ad to my post, I would like to as Samir, why, if he claims he does in fact work for Nintendo, does he not refute any of the claims made by the people here on Slashdot that are backed up by evidence? Samir, do you realize that Nintendo could seek to take legal action against you? Has anybody on Slashdot informed Nintendo of this guy?

    --
    Buy Steampunk Clothing Online!
  45. Re: d00d by Anonymous Coward · · Score: 0

    If you're into graphics, then portability, hardware support, and scalability ARE the "whiz-bang" features.

    Now, if it's just gaming you're into...

  46. DirectX is very slow by g-to-the-o-to-the-g · · Score: 0

    Maybe i'm not the only one, but i've done a little 3D animation in my life. From my experiences, i have found that DirectX is far slower than OpenGL or Glide. When it comes to rendering, or simply editing in 3D, OpenGL is far faster then DirectX (I use an Radeon 9700Pro and a 3Dlabs Wildcat VP760). Also, when playing games that support OpenGL, they tend to run much smoother and faster with OpenGL.

  47. Windows 4X by Philmeeh · · Score: 1

    The screen will automatically sharpen to compensate for the drunken blurring from drinking excessive quantities of Australian Lager.

    Australians couldn't give a Windows 4X for anything else

  48. Huh? by Trejkaz · · Score: 1

    DirectX runs at 0fps on my Linux machine. I don't see how anything else could be slower.

    Also if Neverwinter Nights isn't a "real" game, I'm the king of France.

    --
    Karma: It's all a bunch of tree-huggin' hippy crap!
  49. DX jargon. by Anonymous Coward · · Score: 0

    'Shader' is a DirectX fluff term for what a real API would call a 'program'. Maybe if they'd called them 'pixel programs' instead of 'pixel shaders', people would more easily understand what they do.

  50. Re:They're failing to address a major bottleneck I by addaon · · Score: 1

    Um, it's called parody. Or satire, if you prefer.

    --

    I've had this sig for three days.
  51. Has nothing to do with DirectX by Overly+Critical+Guy · · Score: 1

    That has nothing to do with DirectX.

    Deus Ex 2 specifically uses hardware Pixel Shaders in its engine. If your card doesn't use them, it won't run, because Deus Ex 2 was programmed that way. The GeForce MX cards are not supported.

    What people mean by backwards compatibility in DirectX is that DirectX 9 doesn't break compability with games that use earlier versions of DirectX. For instance, I'm typing this on a laptop that has a Mobility Radeon 7500, and I have DirectX 9 installed and can still play Black & White or Deus Ex 1. They each use different earlier versions of DirectX.

    DirectX 9 can't make your card do something it doesn't have the hardware support for. Backwards compability with earlier cards just means it will still also do DirectX 8's hardware features, DirectX 7's, and so on. It's inclusive with each previous version's features. Each new DirectX version just adds new hardware features and capabilities to the 3D interface that newer cards can take advantage of.

    Deus Ex 2 should have had an option to turn off the Pixel Shader bump-mapping, and then your card would have ran it, since it doesn't do Pixel Shaders 1.1.

    --
    "Sufferin' succotash."
  52. Cliff's notes for people who don't want to read it by Gldm · · Score: 3, Informative

    The article's really long, and somewhat technical. Here's the layman highlights for anyone who just wants to know "Ok what should I care about?"

    1. The big change is all memory goes virtual. What this means is that you don't need to load an entire texture to render a subset of it's pixels. This is a VERY good thing considering on most textures you're only using a low level mipmap anyway. Thus, texture memory on the card becomes more like a gigantic L2 or L3 cache that can be efficiently used. Also you can have massive texture spaces without having things go all slow over AGP. 3Dlabs' Wildcat already does this. This was originally mentioned by Carmack in the 3/27/2000 .plan update which you can find here: http://www.bluesnews.com/cgi-bin/finger.pl?id=1&ti me=20000308010919

    In addition, geometry is stored virtual as well, as are shaders, which can be loaded into the processor in pages, instead of being limited to a small block of instructions that have to fit entirely into the GPU registers. The registers now work more like an L1 cache, and shader programs can be effectively unlimited size. This means lots of neat special effects will be possible.

    2. High ordered surfaces (curves) are getting mandated. No more n-patches vs truform, it's going to use standard curve systems like Beizer splines.

    3. Fur rendering and shadow volumes are going into hardware as part of a new "tesselation processor"

    4. You can have multiple instances of meshes. This means you can take one model, run a few vertex programs on it, and store each result seperately. Saves alot of time later.

    5. Integer instruction set. This is so you don't have to deal with floating point data when you don't need to. There are some times you want simpler data for use in a shader program and having to pretend everything's a floating point texture isn't convenient.

    6. Frame buffer current pixel value reads. This has been a developer request for a long time. It's not mandatory in the spec, but it can be used for all sorts of stuff. Basicly the GPU can read the current value in the framebuffer into the pixel pipeline without needing to maintain a second copy. This will both save alot of memory and allow you to do things such as light accumulation more efficiently.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!

  53. Does this mean OpenGL is finished?-Honesty is a... by Anonymous Coward · · Score: 0

    "Please do not perpetuate the myth that OpenGL is "falling behind" Direct3D. That is plain wrong. And a diservice to both the open source community and the graphics development community."

    But, but...I wouldn't be able to boost Microsoft's marketshare, and cut into OpenGL's if I told the truth.

    Waaa, I want Microsoft to win so bad, I'll come onto a site full of knowledgable geeks, and FUD my nearest competitor OpenGL. waaa.*

    *The perceding was brought to you by Captian Obvious.

  54. Physics? by Kris_J · · Score: 1

    There doesn't appear to be a single thing in there to address physics. This means that I'm still going to get monsters in the wall, explosions that go through floors and clothing passing through players, it's just going to look nicer.

    1. Re:Physics? by CausticPuppy · · Score: 1

      Physics is handled by the game engine, not the rendering engine.

      DirectX just displays the polygons that the game engine tells it to, although the video card drivers can be responsible for some artifacts, though generally you can't blame drivers for poor collision detection.

      (IANAGD - I am not a game developer - there may be gray areas in the above "rules")

      --
      -CausticPuppy "Of all the people I know, you're certainly one of them." -Somebody I don't know
  55. You picked a really bad example by Sycraft-fu · · Score: 1

    Ecerquest was Windows only for a LOOOONG time. It was a Windows/DirectX app from inception. Only long after it had been out (like 3 years) was it ported to other platforms, and that was after it's prime.

    There is a real difference between somethign that was developed as a Windows game, then later because of its success, had effort spent on it to make it work on another platform, and a game that was designed using open standards as to run on more than one platform from the beginning.

  56. Should be Direct 3D preview - not Direct X by Anonymous Coward · · Score: 0

    the article only dwells on Direct 3D which is far from being an article on Direct X. There are other bits to Direct X which I'd like to hear early news on.

  57. Yes. by Anonymous Coward · · Score: 0

    RTFA.

  58. What's wrong with 10? by Doc+Squidly · · Score: 1

    Why it is no company likes to call its software version 10?
    It's not DirectX 10, its DirectX Next
    It's not OS 10, its OS X
    It's not Redhat 10, its Fedora
    Do companies think that people won't use anything labeled 10? Or, maybe they just assume the average consumer can't count the high.
    Well, I'd like to see how DirectX 10 does.

    --
    I think I think, therefore I think I am.
    1. Re:What's wrong with 10? by Anonymous Coward · · Score: 0
      "It's not OS 10, its OS X"
      Actually, it is Mac OS 10. X means 10.
  59. DirectX=Suite, how about GL by phorm · · Score: 1

    One thing that many people might want to consider when comparing DirectX and OpenGL is that DirectX is a suite, and GL an interface to the 3d extensions (and 2d) of your video card.

    However, with that in mind, is there an equivilent suite that incorporates GL? 3D graphics are nice, but I do remember thinking nice things about DirectMusic (situation-themable audio events) and DirectSound. Is there anything we can use to compare to directX as a whole?

    Being that I'm currently working on learning/developing using C++/GL in linux, it would be nice if anyone could point out any extensions aside from just graphics (which, while they may be a large portion of a game/multimedia-app, are not always all of it).

    1. Re:DirectX=Suite, how about GL by jcupitt65 · · Score: 1

      You want SDL:

      http://www.libsdl.org/

    2. Re:DirectX=Suite, how about GL by phorm · · Score: 1

      Thankee greatly sir, looks very useful. Have you coded in SDL? Perhaps we can swap coding notes. I'm looking for eventual members to add to the coding-core:

      slashdot2REMOVE_THIS@phormixDOTcom

  60. mmx by Anonymous Coward · · Score: 0

    > Its just like in the days of MMX vs NON MMX. IF you had MMX it ran faster, if you didn't it never wouldn't work for you.. just would be slower.

    Bad analogy, since MMX is much more low-level. If you run MMX-code on a non-MMX-CPU it will not somehow be emulated but probably just crash you machine. The coder has to make sure that he has different code-paths in this case, and there is no library that takes care of that.

  61. What about the networking code? by Medievalist · · Score: 1

    Don't DirectX games absolutely blow chunks when playing across untrusted networks? I mean, they always have in my experience, but that's limited to the Civilization series of strategy games.

    Configuring a firewall to pass the ridiculous number of ports required is a pain in the ass (I actually wrote a script to do it because it's too tedious otherwise) and you still can't have multiple players inside and outside if you're NATted to a single outside address. Well, OK, you can sort of do it if you are willing to settle for huge performance hits and major lack of function.

    I suspect directX has evolved into a scam to sell uPnP firewall technology, which is out of the question for anyone who actually needs a real firewall.

  62. Re:Cliff's notes for people who don't want to read by Dan+D. · · Score: 1
    4. You can have multiple instances of meshes. This means you can take one model, run a few vertex programs on it, and store each result seperately. Saves alot of time later.

    This is really sweet. There's any number of times I've wanted to store one shader in the light and one on the mesh and just combine them. it looks like this would allow you to run through once with the light shader and then run through on a second pass with your stored mesh on the specific mesh shader. Unless I'm misinterpreting (if I am ... someone please make this happen... it'd make writing the shaders *so* much easier)

    6. Frame buffer current pixel value reads. This has been a developer request for a long time. It's not mandatory in the spec, but it can be used for all sorts of stuff. Basicly the GPU can read the current value in the framebuffer into the pixel pipeline without needing to maintain a second copy. This will both save alot of memory and allow you to do things such as light accumulation more efficiently.

    mixmode is dead!!! long live framebuffer reads.

    --
    People who quote themselves bug the crap out of me -- Me.
  63. There's no such thing as a free port by EnglishTim · · Score: 1

    There's no such thing as a free port. Even if you're using largely the same APIs.

  64. Re:ATTENTION by Acidic_Diarrhea · · Score: 1

    I have 94 freaks. :P

    --
    I hate liberals. If you are a liberal, do not reply.