DirectX 10 & the Future of Gaming
Homogeneous Cow writes "Brent Justice at [H] Enthusiast has put together a quick look at what DX10 has to offer gamers and what the main differences are between that and our current DX9. Unified Architecture and Small Batch Problems are shown to be addressed. There are a lot of ATI slides supporting the text as well." From the article: "The obvious question for the gamer that arises is, 'Will this terribly expensive and arduous upgrade path positively impact my gaming experience enough to justify the cost?' That has yet to be seen and can only be answered with the games we have yet to play. We can however discuss some of capabilities of DirectX 10 with a unified architecture and how it can potentially benefit gamers."
"It seems to me that "DirectX 10 hardware" may finally be approaching a phase-3 machine."
No, at least from a coding point of view it passed that around the time of maybe DX5 to DX7. Back then it was a real chore to write stuff for, documentation wasn't entirely great and textbooks got all confused and out of date really really quickly. Round about DX8 it really started to be OK though, and that's about when I did a bit of Xbox dev work. Since then, I've been on PS2 duties so have fallen out of touch.
The thing is, DX isn't the same as OpenGL. It's pretty much a full game middleware platform, only for Windows and Xbox instead of being really multiplatform. Open Source stuff can approximate the feature set if you combine things (OpenGL + SDL + various things for audio, networking, etc.) but they're all done by different people, with different coding styles and different levels of goodness. DirectX's strength is its coherence, and the big install base of Windows users.
DX10 is throwing away a big pile of audience, I'm not sure that's a good idea...
Game dev and music blog