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DX10 - How Far Have We Come?

MojoKid writes "When DirectX 10 was first introduced to the market by graphics manufacturers and subsequently supported by Windows Vista, it was generally understood that adoption by game developers was going to be more of a slow migration than a quick flip of a switch. That said, nearly a year later, the question is how far have we come? An article at the HotHardware site showcases many of the most popular DX10-capable game engines, like Bioshock , World In Conflict , Call of Juarez, Lost Planet, and Company of Heroes, and features current image quality comparisons versus DX9 modes with each. The article also details performance levels across many of the more popular graphics cards, from both the mid-range and high-end." PC Perspective has a similar look at DX10 performance.

210 comments

  1. DX9 looks better? by Chemisor · · Score: 4, Insightful

    Am I the only one who find the DX9 version of the pictures more appealing? With the exception of the Bioshock fog examples (which had sharp boundaries in DX9) they just look more "natural" to me.

    1. Re:DX9 looks better? by LiquidCoooled · · Score: 2, Informative

      The fog looks bad because it was not designed around dx9.
      I've can't remember seeing visuals look as bad as those did, and even where glitches occur the action happens so fast its not noticeable.

      (one exception, in Half life 2, the frosted glass doors had a glitch near the edges of the screen, nothing major but ruined the effect)

      --
      liqbase :: faster than paper
    2. Re:DX9 looks better? by b100dian · · Score: 3, Insightful

      If you look at "Company of Heroes - Image quality", the first "grass effects" comparison shows am octogonal wheel.
      I mean, 2007! and we still have octogonal circles!!

      I think that the "realism" isn't worth it. Go out and create DX7 games that are fun :P !! (or openGL games that don't require much extensions;)

      --
      gtkaml.org
    3. Re:DX9 looks better? by fbjon · · Score: 2, Insightful

      Yes, a lot of the differences also seemed to be unrelated to DX10/DX9 differences. The soft fog and some lighting effects is really the only feature of significance I could see.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    4. Re:DX9 looks better? by Poromenos1 · · Score: 3, Insightful

      TF2 is the best looking game I've seen in a while, and it's not realistic. That's a big part of why it's so much fun. I've died numerous times from standing around looking at stuff :(

      --
      Send email from the afterlife! Write your e-will at Dead Man's Switch.
    5. Re:DX9 looks better? by mochan_s · · Score: 1

      If you look at "Company of Heroes - Image quality", the first "grass effects" comparison shows am octogonal wheel.

      I mean, 2007! and we still have octogonal circles!!

      I don't know what you're talking about but that's one funny line.

    6. Re:DX9 looks better? by Seumas · · Score: 1

      DX10 looks great, but I'm not willing to suffer Vista on my gaming machine to get it.

      Instead, I'm sticking with my console gaming for most things (except UT3, etc). It's a better alternative.

      When Vista sucks a little less, maybe I'll consider it. I'm not going to "upgrade" just so I can make use of my DX10 card so I can play one whole game that I give a crap about (Crysis).

    7. Re:DX9 looks better? by bipbop · · Score: 4, Funny

      "I mean, 2007! and we still have octogonal circles!!"

      Talk about reinventing the wheel!

    8. Re:DX9 looks better? by aminorex · · Score: 1

      No, you're not alone. DX10 just sucks, period. The article concluded thus, and I concur emphatically.

      --
      -I like my women like I like my tea: green-
    9. Re:DX9 looks better? by KiloByte · · Score: 1

      In some cases, DX9 versions are better, in some, DX10 versions are. Overall, the difference is minimal, except for "Call of Juarez" which uses a completely different set of textures and settings, so it's an apples-to-oranges comparison.

      Image quality: about the same, slightly different in both cases.
      Performance: usually twice as good for DX9, in some cases over 5x better.

      I would call neither of versions "more appealing" in general, albeit I admit that in a couple of cases DX10 had less artifacts. Yet, that's nowhere near being worth the performance hit.

      Oh, and there's a huge error in the test methodology. Both DirectX-es were tested on Vista. Try repeating the test with DX9 on XP and measure the performance...

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    10. Re:DX9 looks better? by Presence2 · · Score: 2, Insightful

      I second that, the positive differences between DX9 and 10 are not significant enough to warrant the negative differences between XP and Vista.

      I'd much rather see game developers expend their man-hours on making PC games creative and better to play (and in a perfect world, not restrictively ready-to-port-to-console), rather then focus on making them graphically unique to DX10.

    11. Re:DX9 looks better? by EvanED · · Score: 1

      except for "Call of Juarez" which uses a completely different set of textures and settings, so it's an apples-to-oranges comparison.

      No, this is an apples-to-oranges comparison.

      (Sorry.)

      Oh, and there's a huge error in the test methodology. Both DirectX-es were tested on Vista. Try repeating the test with DX9 on XP and measure the performance...

      I disagree that this is a huge error in methodology. I think that XP+DX9 would have made useful supplements to the results they gave, but their goal was to measure DX9 vs DX10, and you don't do that by changing two variables.

      Vista + DX10 vs. XP + DX9 would have been an appropriate test for serious gamers who make their choice of OS based upon the version of DX10, but I suspect these people are a small minority even of those reading the review.

    12. Re:DX9 looks better? by QuietYou · · Score: 3, Insightful

      When you consider the FPS differences of the tests, it's not a fair comparison of the abilities of each each API.

      On one test the DX9 version was running at 110fps and the DX10 version running at 30fps. The DX10 version damn well better haver higher image quality if it takes nearly 4 times as long to render a scene. Push the DX9 version futher by throwing more polygons and more complex shaders at it until you reach the performance of the DX10 version, THEN do a comparison. You'll find that there is precious little image quality difference between the two when you're pushing BOTH versions to their limits. The DX9 version might even look better.

    13. Re:DX9 looks better? by PopeRatzo · · Score: 2, Interesting

      When Vista sucks a little less, maybe I'll consider it.
      So, you're willing to reward Microsoft for bad behavior?

      A surprising number of people I encounter in my work have decided to forgo Vista, no matter what Microsoft does to it. There are some people who have decided not to just bow to the dictates of corporations, who expect us to buy what they offer, to give them profits no matter how poorly they perform.

      Just as organized labor had to bring rapacious corporations into line in the second 2/3 of the twentieth century, it's time for consumers to teach corporations a similar lesson about what it means to be a good corporate citizen. The victories of the Labor movement brought about the strongest, most productive and wealthiest middle class in the world (which, since Reagan, has been largely destroyed). Citizen-consumers can bring about a similar benefit by simply making informed and independent decisions about how they spend their money.

      Think about it: Health Care, Energy, Consumer Goods, Banking(and what are known as "durable goods"). These industries could be transformed by an organized and informed population who was willing to stand up for themselves.

      No.Vista.For.Me.

      If they were to take out all support for DRM, improve the efficiency, change the clumsy interface, and make it perform as well as XP Pro, I might reconsider, but then they'd probably call it something else.
      --
      You are welcome on my lawn.
    14. Re:DX9 looks better? by suv4x4 · · Score: 4, Insightful

      Am I the only one who find the DX9 version of the pictures more appealing? With the exception of the Bioshock fog examples (which had sharp boundaries in DX9) they just look more "natural" to me.

      Some did, some didn't.

      You gotta understand that DX10 can do absolutely everything DX9 can, so if the DX10 image looks less natural, it's more of a human flaw than technological: it's a new area and people are only starting to discover what works best, both devs and designers.

      Also I imagine that fine-tuned the DX9 version more since the majority of people out there have DX9 cards. DX10 are barely out there, they probably don't even have a good selection of DX10 cards yet to test everything thoroughly.

      The only thing that worries me is that DX10 shows up slower on the benchmarks. DX10 was promised to have better performance than DX9, but don't forget all of the reviewed game use different code paths for DX10, thus load more effects and use higher precision buffers/processes in the DX10 versions. So while DX10 may be faster, it's not a fair comparison when DX10 is loaded with twice the texture sizes and effects of the DX9 version.

      We'll need a more objective test written to use the same elements in DX9 and 10 and compare that.

      One way or the other DX10 is the future. Even if the first few generation suck, the new features show lots of promise that will come to fruit in the coming years. DX10 has no choice but to become great. If you don't want to burn, just don't buy DX10 card YET, it's the worst moment to do so.

      Wait at least until there's a DX 10.1 card out there with good price and review (DX 10.1 will come with Vista SP1). I don't expect this to be before Q3-4 2008 (which is great since Microsoft would have fixed lots of things in Vista by then, and 3rd parties would have better drivers and hardware for Vista).

    15. Re:DX9 looks better? by DAldredge · · Score: 2, Insightful

      What is so bad about vista?

    16. Re:DX9 looks better? by Shados · · Score: 1

      For the performance part, its easy to use DX9's past an example: remember the Geforce FX line of cards? That was totally rediculous. Same damn thing is happening to DX10: I bet you its the videocard manufacturers that are messing up again.

    17. Re:DX9 looks better? by jez9999 · · Score: 5, Insightful

      I think that XP+DX9 would have made useful supplements to the results they gave, but their goal was to measure DX9 vs DX10, and you don't do that by changing two variables.

      Yup. That's when I tested the speed of my car vs a train, I ran the car on the tracks. I was testing the speed of a car vs train, and you don't do that by changing two variables.

    18. Re:DX9 looks better? by ConceptJunkie · · Score: 1

      All wheels are octagonal, you just don't have good enough vision to notice.

      --
      You are in a maze of twisty little passages, all alike.
    19. Re:DX9 looks better? by ConceptJunkie · · Score: 1

      in the second 2/3 of the twentieth century

      Um, would that be now? ;-)

      I'm with you though. They are selling low-end laptops that are totally ruined by Vista but work perfectly fine with XP, or better yet, Ubuntu. I'm surprised Microsoft would allow this to happen because it makes a decent machine unusably slow, which makes Microsoft look bad (of course, they are bad, but you'd think they wouldn't want you to know).

      Anyhow, no Vista for me. It's bad enough I've paid the MS tax twice by virtue of wanting a new laptop for me and for my wife, but to pay to make her machine much slower than the much less powerful machine it replaced (that ran XP) is absurd. My higher-end HP worked tolerably fast with Vista, but I thought computers were supposed to get faster, not slower, and this was slower than what I was used to on the less powerful machine it replaced. Besides, but I've been using Linux and only keep the Vista partition around for games, and I'm gonna upgrade it XP as soon as I get around to it.

      --
      You are in a maze of twisty little passages, all alike.
    20. Re:DX9 looks better? by Fred_A · · Score: 4, Funny

      I mean, 2007! and we still have octogonal circles!! All circles are octogonal, for large values of eight.

      --

      May contain traces of nut.
      Made from the freshest electrons.
    21. Re:DX9 looks better? by FoolsGold · · Score: 0, Redundant

      Nothing much, but I see you've already been marked as a troll. Slashdot is not representative of the real world.

    22. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      Um..what?

    23. Re:DX9 looks better? by grim4593 · · Score: 1

      If I had points I would mod this as +1 Insightful.

    24. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      did you take a knock on the head while you were driving your car on the tracks?

    25. Re:DX9 looks better? by homer_ca · · Score: 1

      Don't worry about it. With any luck Vista will be Windows ME Part II, and we'll get a new Windows that doesn't suck for your DX10 gaming.

    26. Re:DX9 looks better? by Anonymous+Brave+Guy · · Score: 1

      All circles are octogonal, for large values of eight.

      Or if you use Excel 2007 to calculate the input data for your rendering...

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    27. Re:DX9 looks better? by Just+Some+Guy · · Score: 1

      ...or if you rotate the 8 90 degrees.

      --
      Dewey, what part of this looks like authorities should be involved?
    28. Re:DX9 looks better? by edwdig · · Score: 1

      Do you have a reason to believe DX9 wouldn't work well on Vista? Trains are specifically designed to work with dedicated tracks rather than the general purpose roads cars use. There's nothing like with DX9.

    29. Re:DX9 looks better? by Nullav · · Score: 0, Redundant

      Cars have 8-sided wheels? I'd say most wheels at least have 1,000 sides.

      --
      I just read Slashdot for the articles.
    30. Re:DX9 looks better? by Nullav · · Score: 1

      So...8?

      --
      I just read Slashdot for the articles.
    31. Re:DX9 looks better? by JeffSchwab · · Score: 1

      > I mean, 2007! and we still have octogonal circles!! Please read the FAQ: "What Every Computer Scientist Should Know About Circles."

    32. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      no no no. all octagons are circular, for large values of eight.

    33. Re:DX9 looks better? by bigman2003 · · Score: 1

      You perfectly summed up the point I wanted to make.

      I think that the "realism" isn't worth it. Go out and create DX7 games that are fun

      Back when DX7 was new, people thought it was a stupid waste of time...and 'fun' games in DX7 would be better.

      This same same thought will be put out here in 10 years when people complain about all of the emphasis on eye-candy in DX22.

      Graphics need to move forward just as much as the rest of the game does. DX10 isn't a problem. In fact, in 3 years it will appear quaint.

      --
      No reason to lie.
    34. Re:DX9 looks better? by A+Friendly+Troll · · Score: 1

      If you look at "Company of Heroes - Image quality", the first "grass effects" comparison shows am octogonal wheel. To be fair, the viewport is VERY zoomed-in for the purpose of that screenshot.

      Keep in mind that this is an RTS, not an FPS. There are rarely any reasons to zoom-in that close when you are actually playing. Take a look at the first and the third screenshot above, the "green" and the "brown" ones; that's what you look at in-game. Notice the overall amount of detail. Now, is a perfect wheel on a jeep important? You won't see it... Unless you play in a crazy resolution with 1600 pixels vertical. Even then you won't really notice it because you'll be overwhelmed with the atmosphere, the gameplay, the excellent sound, and the drop-dead-gorgeous graphics on top of everything... Not to mention the depth of the combat system.

      I think that the "realism" isn't worth it. Go out and create DX7 games that are fun :P "Company of Heroes" wasn't accidentally a Game of the Year. And it's unbelievably fun. The demo is free, so if you have the machine good enough to run it, I recommend you take a look. I'm not much of a gamer, but I have been playing CoH for almost a year now, and I'm nowhere near getting tired of it - I must have had a thousand hours of gameplay so far, more than with anything else.

      CoH is quite simply the best game I have ever played, and every single friend I showed the game to went out to buy it. It's that good.

      Your comment wouldn't exist had you actually played CoH, I guarantee that :)
    35. Re:DX9 looks better? by brkello · · Score: 3, Interesting

      Clearly you must not be the only one since you were modded insightful. But I really don't know what you guys are looking at. In every head to head picture the DX10 looks far superior. Maybe hatred of DX10 and Vista is causing people to have selective sight or something.

      --
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    36. Re:DX9 looks better? by G+Fab · · Score: 1

      Vista=DX10

      Thus, the best operating system that you would use DX9 on is XP.

      It's a simple concept. And in practice, it's obvious why they should have used the much more efficient XP for the performance comparisons.

    37. Re:DX9 looks better? by imsabbel · · Score: 1

      They did that.
      Well, they reduced the detail of the dx10 to the level of dx9 (as the other way isnt possible), and that was only possible in one game (the others use different codepaths).

      And see, nvidia cards are about 10-15% faster doing the same under dx10...

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    38. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      The wheels on my car have 10 billion sides on each wheel. I know because I counted them. Actually, the wife counted them while I sat and watched TV. I would have done the job but my coffee would have gone cold and the wife wasn't doing anything anyway since she had finished the housework and dinner was 3 hours away.

      Don't call me a chauvinist!!! I made my own coffee!

    39. Re:DX9 looks better? by the_arrow · · Score: 1

      I was thinking more about the comparison with shadows. The DX9 shadow is, IMHO, more natural than the 'crisp' DX10 shadow.

      --
      / The Arrow
      "How lovely you are. So lovely in my straightjacket..." - Nny
    40. Re:DX9 looks better? by master_p · · Score: 1

      Graphics are still not as realistic as they should be to suspend disbelief. There are minor differences between DX9 and DX10 games, as shown by the screenshots in the article, differences not big enough to make me worry that I should run DX10 any time soon.

    41. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      Step away from the crackpipe, son...

    42. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      Dear moron, your comparison is not the same. You are comparing a vehicle that travels on flat road to a vehicle that travels on rails. You are comparing two very different objects just because they happen to have a common property. But comparing DX9 to DX10 compares an older to a newer version of the same thing. And GP is right about not changing two variables when trying to observe the effects of changing only one of them. It's a basic and well-understood scientific practice. You need to hand in your geek card now.

    43. Re:DX9 looks better? by mikael · · Score: 1

      That's maybe due more to the BSP tree/octree compiler than due to the limitations of the CPU/GPU. Odd angled polygons can create all sorts of weird splitting, but I would guess that it would be possible to place it in a branch of its own.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    44. Re:DX9 looks better? by Just+Some+Guy · · Score: 1

      No, the other ninety degrees: oo.

      --
      Dewey, what part of this looks like authorities should be involved?
    45. Re:DX9 looks better? by edwdig · · Score: 1

      DX10 was designed for Vista. Not the other way around.

      Remember, the Vista Aero UI runs through DX9, so MS has a damn good reason to make sure DX9 runs well on Vista.

    46. Re:DX9 looks better? by Alexpkeaton1010 · · Score: 1

      Company of Heroes is an awesome game. The graphics could be much worse and it would still be really good. The fact that the graphics are good is a bonus. The idea that great graphics = bad game is ridiculous.

      That is like saying that "Money can't buy happiness". Yeah, you can be poor and happy, but it is alot easier if you have money.

    47. Re:DX9 looks better? by Hoi+Polloi · · Score: 1

      And all straight lines are just REALLY long curves.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    48. Re:DX9 looks better? by uncledrax · · Score: 1

      I'm with you. For WiC and CoJ, I thought that the DX9 stills actually looked more appealing.

      All the more justification for not:
      1- upgrading to vista
      2- dumping the cash on a DX10 card

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    49. Re:DX9 looks better? by darkpixel2k · · Score: 2, Funny

      DX10 - How Far Have We Come?

      Too far.
      The line must be drawn *HERE*...and no farther.

      --
      There's no place like ::1 (I've completed my transition to IPv6)
    50. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      I'm surprised Microsoft would allow this to happen because it makes a decent machine unusably slow, which makes Microsoft look bad as someone who works in tech support, I can inform you that this is not true. the way mr. average person percieves it, it makes _the computer_ look bad.

      btw; does anyone know what happens (wrt updates and such) if I install a (legal) Windows XP OEM (illegally) on two computers?
    51. Re:DX9 looks better? by EvanED · · Score: 1

      Except that it's perfectly reasonable to assume that someone on Vista might be using DX9. (Maybe they only have a DX9 capable graphics card for instance.) It's not reasonable to assume that you would drive a car on railroad tracks.

    52. Re:DX9 looks better? by Anonymous Coward · · Score: 0

      They also have a damn good reason to make games run better on DX10 on Vista rather than DX9 on Vista.

    53. Re:DX9 looks better? by Doctor+Faustus · · Score: 1

      But I really don't know what you guys are looking at. In every head to head picture the DX10 looks far superior.
      Probably the thumbnails. Many of the DX9 thumbnails do look a lot better, but then the full-size pictures looks better in DX10.

    54. Re:DX9 looks better? by edwdig · · Score: 1

      No, they don't. As very few games are DX10, a crappy DX9 implementation would hurt Vista adoption.

    55. Re:DX9 looks better? by MidoriKid · · Score: 1

      It's interesting that the "crispness" of the shadows is lauded in the Direct X 10 shots of Bioshock, but the "softer, more natural looking shadows" of the Direct X 10 shots of Call of Juarez are considered superior. What's going on here?

    56. Re:DX9 looks better? by PingSpike · · Score: 1

      Or help DX10 adoption.

  2. directx? by Neuropol · · Score: 0, Offtopic

    it took me a few minutes to remember what the hell DirectX actually was.

    I was like, there's nothing in Linux that requires it, so wtf is it?

    1. Re:directx? by ettlz · · Score: 1

      I hear it's a library that's used on those funny little operating systems Microsoft produces! *SNORT*

  3. Backporting DX10 to XP by 666999 · · Score: 2, Interesting
    Is the project to backport DX10 to XP still active?

    Found it - http://alkyproject.blogspot.com/2007/04/finally-making-use-of-this-blog-i.html

    Alky compatibility libraries for Microsoft DirectX 10 enabled games. These libraries allow the use of DirectX 10 games on platforms other than Windows Vista, and increase hardware compatibility even on Vista, by compiling Geometry Shaders down to native machine code for execution where hardware isn't capable of running it.


    Anyone tried this or know if it's still being updated?
    1. Re:Backporting DX10 to XP by webmaster404 · · Score: 3, Informative

      Sort of, Im not that aware of the project on that page, but WINE is trying to get it to Linux/XP
      http://wiki.winehq.org/FAQ#head-fbaa851e07d7484640cc10b6d0c48abc741260b2

      from that page

      Does Wine support DirectX? Can I install Microsoft's DirectX under Wine? Wine itself provides a DirectX implementation that, although it has a few bugs left, should run fine. Wine supports DirectX 9.0c at this time. Plans for DirectX 10 are underway. If you attempt to install Microsoft's DirectX, you'll run into some problems. You can install the runtime, but it will not run. The runtime needs access to the Windows drivers, and Wine cannot access them for obvious reasons. The only native Microsoft DLLs that could be useful anyway are the d3dx9_xx.dll type ones, and these require you to accept Microsoft's license. Regardless, don't try and do this.

      --
      There is no "disagree" moderation, and troll, flamebait and overrated are not valid substitutes
    2. Re:Backporting DX10 to XP by mangu · · Score: 4, Funny
      Is the project to backport DX10 to XP still active?


      I believe yes, it is.

    3. Re:Backporting DX10 to XP by Mad+Merlin · · Score: 1

      Alky is vapourware, don't hold your breath waiting for it.

      As the posters above noted, you can already use (most) Wine dlls on Windows. Currently the Wine d3d10 implementation isn't particularly complete, but that will change with time.

  4. Motion by Eccles · · Score: 4, Interesting

    I wonder how many of these differences would be more apparently with some motion and several sequential frames. I know there are texture effects that look OK when the user isn't moving but terrible when he is, although DX9 already has enhancements for that.

    Still, nothing there makes me want to jump out and buy a $600 graphics card. Someday I'll have to move to PCIe, SATA, and multi-core; perhaps that will be the time. If it's with a 64 bit OS, so much the better.

    --
    Ooh, a sarcasm detector. Oh, that's a real useful invention.
    1. Re:Motion by RogerWilco · · Score: 1

      Someday I'll have to move to PCIe, SATA, and multi-core; perhaps that will be the time. If it's with a 64 bit OS, so much the better.

      I (well my boss actually), just bought an Apple Macbook Pro, I just wanted to point out that your list doesn't mean Vista&DirectX, as the list sounds a lot like my new laptop. A bit off topic maybe, but it will be interesting how Apple will compare to DX10 & Vista when OS 10.5 is out in a month or so.

      --
      RogerWilco the Adventurous Janitor
    2. Re:Motion by AK+Marc · · Score: 1

      Still, nothing there makes me want to jump out and buy a $600 graphics card.

      The GeForce 8400 for under $50 will do DX10. Not that it's the best, but there are many choices for DX10 under $600, and even decent choices for under $100.

      Someday I'll have to move to PCIe, SATA, and multi-core; perhaps that will be the time. If it's with a 64 bit OS, so much the better.

      You could build a system with all of that for under $600. It may not be the biggest and baddest, but for under $600 you could have a 64 bit system with PCIe, multi-core, and DX10. If you have trouble building one, send me a check for $600 and I'll send you something that meets those requirements.

    3. Re:Motion by earnest+murderer · · Score: 2, Interesting

      I wonder how many of these differences would be more apparently with some motion and several sequential frames. I know there are texture effects that look OK when the user isn't moving but terrible when he is, although DX9 already has enhancements for that.

      Still, nothing there makes me want to jump out and buy a $600 graphics card. Someday I'll have to move to PCIe, SATA, and multi-core; perhaps that will be the time. If it's with a 64 bit OS, so much the better. Well, the articles missed the most important part of DX 10. Gaming/hardware review sites sometimes touch on the issue, but rarely give it as much import as it deserves. It's not 9 vs 10 that's interesting, it's that for the first time in history DX 10 output is the same regardless of hardware vendor*. Long term it will pay off in spades for customers as doctored drivers and "cheats" are no longer part of the equation when trying to evaluate hardware. This is pretty much essential for moving window composting to the video card. Sure the increase in precision and certain features have dropped performance "a bit", but it is also a show stopper for anyone who is trying to do "real work" on a Vista PC.

      Oh and DirectX 10 parts start at around $60, not $600 and the cost of excelent gaming hardware still starts at around 250-300 dollars, same as for the previous generation.
      --
      Platform advocacy is like choosing a favorite severely developmentally disabled child.
    4. Re:Motion by UncleTogie · · Score: 0, Offtopic

      A bit off topic maybe, but it will be interesting how Apple will compare to DX10 & Vista when OS 10.5 is out in a month or so.

      ...and how many of the games listed in the article review will run on Mac, natively? Jus' curious, as we'd want it to be a fair comparison...

      Heck, as I don't own one, I'm rather curious to see how many popular game titles are also available on Mac. Anyone?

      --
      Don't tell me to get a life. I'm a gamer; I have LOTS of lives!
    5. Re:Motion by Phil+John · · Score: 2, Informative

      That GeForce 8400 only has 16 stream processors (the basis of the Unified Architecture that makes up current gen graphics cards). The 8600's suffer a great deal with double that (32) as seen in their framerate tests (apart from BioShock most games were almost unplayable at 1280x1024 - which has become the "new 1024x768" baseline).

      The minimum card you want for the new crop of direct x 10 games (to actually get the "eye candy" at anything over 800x600) is the 8800 GTS with 96 stream processors.

      Of course, gp could always go for that as a "stop-gap" measure and then at least they're on the PCIe bandwagon. Once they have some more cash, get whatever the mid-range graphics card du jour is

      --
      I am NaN
    6. Re:Motion by Anonymous Coward · · Score: 0

      people still harping this old line.

      http://www.apple.com/games/

      Any game that is worth it's salt comes out also for the Mac.

    7. Re:Motion by UncleTogie · · Score: 2, Interesting

      Agreed, but I never said that Macs didn't have games. I asked if the games in the review were also on the Mac, and for a general status on Mac gaming. That said, I decided to check for myself.

      No to Bioshock. Nothing on World in Conflict. Out of luck on Call of Juarez, no for Lost Planet. Company of Heroes? Nada.

      Any game that is worth it's salt comes out also for the Mac.

      ...by whose standards?

      --
      Don't tell me to get a life. I'm a gamer; I have LOTS of lives!
    8. Re:Motion by n00854180t · · Score: 2, Interesting

      I think the real problem is with the article. Yes some of these games have tiny features which "require" DX10, but not a single one of them is a "DX10 game" which is the language used by the article throughout. The real potential of DX10 (or shader model 4 if you prefer, which doesn't require DX10 anyway) is the geometry shader, and *NO* game developer will be using that for the things that matter (i.e., radically gameplay changing elements) until DX10 hardware is ubiquitous. So to date, there hasn't been a "DX10 game" at all.

    9. Re:Motion by Anonymous Coward · · Score: 0

      suv4x4 (956391) said: One way or the other DX10 ... will come to fruit in the coming years.

    10. Re:Motion by Anonymous Coward · · Score: 0

      A surprising number, actually:

      http://www.apple.com/games/

      Not enough to make me go buy a mac, but I believe one could have a quality gaming experience on those overpriced toys. Much moreso than on a Linux box, anyway.

    11. Re:Motion by Anonymous Coward · · Score: 0

      So you are saying Half-life 2 isn't worth it's salt? Riiiiiiight...

    12. Re:Motion by Eccles · · Score: 1

      Oh and DirectX 10 parts start at around $60, not $600 and the cost of excelent gaming hardware still starts at around 250-300 dollars, same as for the previous generation.

      From a quick look on Amazon.com, I sit corrected.

      --
      Ooh, a sarcasm detector. Oh, that's a real useful invention.
    13. Re:Motion by Eccles · · Score: 1

      Did I mention I'm also waiting for fast, inexpensive flash-based hard drives? :-) Oh, and a version of Wine that will run all Windows apps seamlessly?

      (Yes, I know a single flash card is slower than a hard drive, but there are devices that use multiple cards in parallel for extremely high speeds and quick access.)

      Amazon has at least one 8800GTS for $300, so perhaps we can use that for an approximation of the decent performance price point.

      I'd love to see a website devoted solely to synthetic benchmarks, where you enter your existing specs and it gives you an idea of comparative performance/image quality improvements with various graphics cards. It's hard to keep track of the alphanumeric soup!

      --
      Ooh, a sarcasm detector. Oh, that's a real useful invention.
    14. Re:Motion by RogerWilco · · Score: 1

      I think this is a reasonable list:

      http://www.apple.com/games/articles

      --
      RogerWilco the Adventurous Janitor
  5. Obviously... by Anonymous Coward · · Score: 3, Funny

    since it is from Micro$oft, DX10 is such a failure, not only are games not going from DX9 to DX10, they are going from DX9 to DX8.

    1. Re:Obviously... by Mex · · Score: 2, Interesting

      I know you mean it as a joke, but the sad part is that Team Fortress 2 players are finding that "downgrading" the game's directx to 8.1 is giving a significant performance increase with a negligible visual degradation.

  6. Just as far as it needs to to displace OpenGL. by Zombie+Ryushu · · Score: 5, Interesting

    DirectX Will make just the advancements it needs to keep programmers from going SDL and OpenGL. Thats what it is for. The question is not how far has DirectX come, its how far does SDL and OpenGL have to go.

    1. Re:Just as far as it needs to to displace OpenGL. by Grey_14 · · Score: 1

      You keep referring to SDL like it's another graphics API? It's not really, it has some 2d capabilities but just serves to initialize OpenGL, it doesn't do anything 3d itself.

    2. Re:Just as far as it needs to to displace OpenGL. by MrSteveSD · · Score: 1

      The fact that no-one wants Vista is a good opportunity for more widespread OpenGL adoption.

    3. Re:Just as far as it needs to to displace OpenGL. by Nasarius · · Score: 1

      Well, when you're talking about replacing DirectX, the rest of it (input + sound) needs to come from somewhere. IMO, non-professionals who don't need bleeding-edge shiny effects should stick to higher level interfaces anyway: OGRE + OpenAL does the job nicely.

      --
      LOAD "SIG",8,1
    4. Re:Just as far as it needs to to displace OpenGL. by RogerWilco · · Score: 1

      I think that SDL and OpenGL need to try and get ahead of DX, as that will make more game developers consider using it. (And usability, I understand that it's not only in features that DX has an edge, but also in ease of use and level of abstraction of all hardware, not just the graphics card.)

      --
      RogerWilco the Adventurous Janitor
    5. Re:Just as far as it needs to to displace OpenGL. by Zombie+Ryushu · · Score: 1

      SDL covers the behavior of Joypads and the keyboard and sound. OpenGL handles 3D

    6. Re:Just as far as it needs to to displace OpenGL. by xZgf6xHx2uhoAj9D · · Score: 0, Redundant

      What a coincidence! DirectX also covers the behaviour of joypads, keyboards, sound and 3D. It's almost as if DirectX were in competition with SDL and OpenGL, exactly like the GP said!

    7. Re:Just as far as it needs to to displace OpenGL. by DAldredge · · Score: 1, Interesting

      I use Vista on a daily basis and like it. What am I doing wrong?

    8. Re:Just as far as it needs to to displace OpenGL. by TheRaven64 · · Score: 5, Funny

      I use Vista on a daily basis and like it. What am I doing wrong? Posting on Slashdot?
      --
      I am TheRaven on Soylent News
    9. Re:Just as far as it needs to to displace OpenGL. by nschubach · · Score: 1

      I thought the answer th the GP's question was "Trusting Microsoft" ...

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    10. Re:Just as far as it needs to to displace OpenGL. by Tim+C · · Score: 3, Insightful

      Thinking for yourself rather than letting Slashdot do it for you.

    11. Re:Just as far as it needs to to displace OpenGL. by Anonymous+Brave+Guy · · Score: 1

      I use Vista on a daily basis and like it. What am I doing wrong?

      That would be the "liking it" part. :-)

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    12. Re:Just as far as it needs to to displace OpenGL. by ivan256 · · Score: 1

      Sounds to me like he's referring to them as a combination. OpenGL is "just another graphics API", but DirectX does a lot more. That's where the SDL + OpenGL combination come in.

      But does anybody use SDL anymore? (That's a serious question. I haven't coded with SDL since the late '90s.)

    13. Re:Just as far as it needs to to displace OpenGL. by Anonymous Coward · · Score: 0

      I think of ID's games use SDL for the Linux Ports.

    14. Re:Just as far as it needs to to displace OpenGL. by MrCopilot · · Score: 1
      I use Vista on a daily basis and like it. What am I doing wrong?

      Ignoring the alternatives. Hey, if its good enough for you thats great. If you wanna keep paying and dealing with being accused of being a criminal, good on you. Plus you have the added benefit of continuing to pay for your OS every 5 years or whenever they decide End of Life and turn off the Activation Servers.

      I personally prefer to FREELY use my computer. But to each his own.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    15. Re:Just as far as it needs to to displace OpenGL. by Lotunggim+Ginsawat · · Score: 1

      Microsoft will not turn off activation servers if Vista is EOL 10 years from now or so. And BTW, using Vista is not a crime in any country, whatever you think.

  7. DX10 still Windows Vista only? by shawnmchorse · · Score: 4, Insightful

    Then the answer is going to have to be "not very far". I can't see game developers getting that excited about something supported only on a version of the operating system that people are specifically NOT migrating to in droves.

    1. Re:DX10 still Windows Vista only? by westlake · · Score: 1
      I can't see game developers getting that excited about something supported only on a version of the operating system that people are specifically NOT migrating to in droves.

      In the home market, migration is to the next generation of Windows hardware and software.

      The OEM system bundle.

      The DX10 system with mid-line performance and pricing is still quite new, probably shipping in significant numbers no earlier June. Not the prime shopping season for a PC.

      That said, in the W3Schools stats, Vista went from 0 to 4% of the market in about six months.

      In a statistical dead heat with Linux and OSX. OS Platform Stats - both of which, in PC terms, have been around since the last Ice Age.

    2. Re:DX10 still Windows Vista only? by Charcharodon · · Score: 2, Interesting
      Actually that's not entirely true. I've found the best indicator of what hardware and software people are using currently in the Steam hardware survey. Vista has been steadily moving up every month. It's up to 7.9% penatration which is quite good considering how many people are supposedly not adopting it. The interesting fact that of the 89,000 people that have it running as their OS only 18000 actually have a video card installed that is capable of running Dx10. That says to me a fairly large percentage of non-enthusiests are getting it part of computer perchase.

      There is other info on there that is surprising to see. From how much new gear is being used to how much hardware that was old 5 years ago is still being used.

    3. Re:DX10 still Windows Vista only? by Anonymous Coward · · Score: 0

      I probably wouldn't trust those stats, they're taken from a developers' site so you're going to get much higher usage of alternate operating systems. Here's another one that's probably just as accurate: http://marketshare.hitslink.com/report.aspx?qprid=2 and i think i saw another one around that pretty much was the same as this one.

  8. Not an issue for me by rustalot42684 · · Score: 1

    My new (dual-booting) laptop with an Intel GMA X3100 doesn't seem to work properly with DX9 or DX10, which pisses me off because I got it thinking I would have ok performance and decent Linux drivers. Should have gone for AMD/ATI, but I didn't know they would open their specs 2 weeks after I got it. None of my favorite games work, except Rome TW.

    1. Re:Not an issue for me by athdemo · · Score: 2, Interesting

      Integrated graphics, even the new chipset with the X3100, are just not meant for games. If you want to play new games, you either have to shell out a ton for a laptop, or just settle for a tower.

    2. Re:Not an issue for me by Nightspirit · · Score: 1

      I have the same card. It is supposed to be twice as fast as its predecessor, with shader 3.0 and hardware T&L. However, apparently twice the speed of suck is still suck.

  9. Wow DX10 by Dusty00 · · Score: 3, Insightful

    These numbers to me validate my suspicion that DX10 was nothing more than a cheep angle to sell Vista. The performance isn't a tremendous improvement and the resulting graphics are enough of an improvement that I'm going to let Vista suck down that much of my hardware.

    1. Re:Wow DX10 by Anonymous Coward · · Score: 0

      But ... but ... check out these graphs!

      I don't have a clue what "Bioshock" or "0xAA 8xAF" are, but look at the pretty bars! Instead of using a normal box plot, they're using a triple bargraph, with each bar a different color, *and* fancy gradient shading. And it's got a watermark. Let's see OpenGL do that, bitches.

      That's how cool DX10 is. It doesn't need performance. Nobody's even looking at the numbers. They're looking at the shading on the bars on our graph.

  10. Color me underwhelmed by WillAffleckUW · · Score: 1

    But the only reason I could see for DX10 was WinVista, and that has been such a disappointment that it's just not going to matter to most of us.

    Meanwhile, my Wii works fine with my digital TV as it does for most Americans, and we'll buy HDTV when it's cheap (or we have to in 2009).

    Promises mean little. Results matter. Come out with decent fully documented drivers for Linux and the Mac OS and we'll talk.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:Color me underwhelmed by athdemo · · Score: 1

      Wait, are you saying you want Microsoft to release DirectX for Linux and Mac OS? Why would they do that? That's not beneficial to them.

    2. Re:Color me underwhelmed by WillAffleckUW · · Score: 1

      No, I'm saying I don't care who does what, I just want my stuff to work.

      --
      -- Tigger warning: This post may contain tiggers! --
    3. Re:Color me underwhelmed by Anonymous Coward · · Score: 1, Informative

      Meanwhile, my Wii works fine with my digital TV as it does for most Americans, and we'll buy HDTV when it's cheap (or we have to in 2009

      This is a pretty common misconception. The 2009 mandate is for digital television signals to replace the current analog signals, not for High Definition to replace Standard Definition. The new signals may be Standard Definition, Enhanced Definition, or High Definition, but Standard Definition will be the baseline.

      You might want to have a read over the FCC's Digital TV FAQ.
    4. Re:Color me underwhelmed by Anarke_Incarnate · · Score: 1

      You will only need a digital TV if you don't have Sat/Cable or won't be willing to buy a set top converter. This only impacts people with "rabbit ears"

    5. Re:Color me underwhelmed by WillAffleckUW · · Score: 2, Funny

      This only impacts people with "rabbit ears"

      What do you have against Furries?

      --
      -- Tigger warning: This post may contain tiggers! --
    6. Re:Color me underwhelmed by Anonymous Coward · · Score: 0

      High definition tvs can be had for as little as 32" for $400. But TV's will continute to get "better" for a while. Maybe with OLED tvs next year, maybe laser based DLP a year after that.

    7. Re:Color me underwhelmed by WillAffleckUW · · Score: 1

      True, but OLED TVs use organic LEDs and only have a max lifespan of around 5 years based on my house's usage (teens and a movie watching adult).

      I figure, based on prior electronics marketing curves (my first degree was Sales and Marketing) that we should see $300 40" HDTV sets in 2009, buying in the Feb discount window. And the upgrade coupons may be useful for digital TV converters, as the signal strength for HDTV is stronger using antennas than using cable - I'll probably have cable but run an extra lead to a rooftop antenna (so i can switch when it spots out for local channels).

      --
      -- Tigger warning: This post may contain tiggers! --
  11. Re:DX9 looks better? or do the consumers vote? by WillAffleckUW · · Score: 5, Funny

    I think that the "realism" isn't worth it. Go out and create DX7 games that are fun :P !! (or openGL games that don't require much extensions;)

    Oh, come on, everyone will buy the PS3 because it has better graphics than the Wii .... um, hello?

    --
    -- Tigger warning: This post may contain tiggers! --
  12. forget game developers adopting directx 10... by AxemRed · · Score: 1

    I see enough problems getting them to adopt Vista, period. And its not just game developers. Hardware vendors don't seem to do much better. I have a computer that I built almost exactly two years ago. When I built it, all of the parts used had been released within the previous 6 months. So everything on there is younger than 3 years, at the oldest. As of September, the chipset driver hadn't been updated since Vista was in beta and the sound driver offered "limited support." All of the games that I tried ran about 75% as fast as the did in XP. A couple didn't work at all.

    1. Re:forget game developers adopting directx 10... by RSA7474 · · Score: 1

      Developers don't have much choice when Windows is clearly the only major OS that encourages game development. Look at MAC OSX as a prime example, they are growing increasingly in numbers, yet Apple does not give any incentives. Personally, I would like to see developers go for more of an openGL approach, but if Direct X10 is being supported by Windows, and encouraged, they don't have much choice (Half-Life 2 is a prime example). For now, DirectX 9.0c does it for me on Windows XP.

  13. directx 10 improvements? by edxwelch · · Score: 1

    Some of the direct x10 images look better, and some look worse. Just shows you that better tech doesn't necesarily translate to better art. The Call of Juarez water effects image definately looks better in the direct x 9 version.

    http://www.hothardware.com/articles/The_State_of_DirectX_10__Image_Quality__Performance/?page=5

    1. Re:directx 10 improvements? by rumli · · Score: 1

      My understanding is that most of the improvements come from the specs that they force graphics hardware to have (in particular, larger pixel-shader and vertex-shader instruction counts) in order to meet the "DX10 supported" label. This is all well and good, but ultimately it's the graphic cards doing most of the technical innovation, not Microsoft's implementation of Direct3D. OpenGL will probably have comparable quality and performance once GLSL specs are updated to larger instruction counts.

  14. Shadows are wrong! by glpierce · · Score: 5, Informative

    "shadows in DX10 are crisper and more accurate than in DX9. In the image below, the shadow in DX9 has blurry edges while the same shadow in DX10 has sharp and crisp edges"

    That's great, except for the fact that shadows don't have crisp edges in the real world. Unless it's illuminated by a point-source (which immediately excludes the sun, lamps, flashlights, and pretty much every other light source you're likely to encounter), there will be a penumbra. The DX9 image here: http://www.hothardware.com/articleimages/item1031/big_stateofdx10_wic_shad.jpg is more realistic.

    Simple flash example: http://www.goalfinder.com/Downloads/Shadows.swf

    --
    G
    1. Re:Shadows are wrong! by MWoody · · Score: 1

      It's especially amusing given that one of the common features touted by modern game engines is often "soft shadows," where the shadow is given a false penumbra to approximate the effects of light reflected from a multitude of surfaces. Even if the softer versions were faked, I fail to see how a hard shadow is in any way technically impressive or new.

    2. Re:Shadows are wrong! by TheNetAvenger · · Score: 5, Insightful

      That's great, except for the fact that shadows don't have crisp edges in the real world. Unless it's illuminated by a point-source (which immediately excludes the sun, lamps, flashlights, and pretty much every other light source you're likely to encounter), there will be a penumbra. The DX9 image here: http://www.hothardware.com/articleimages/item1031/big_stateofdx10_wic_shad.jpg is more realistic.

      Not sure how this got confused by either bioshock or the reviewers...

      DirectX 10 allows for both 'crisp' or 'soft' shadowing, as some games demonstrate, the DirectX 10 shadows are 'softer' and more realistic.

      The 'difference' with DirectX 10 is that shadows are done on the GPU, in DirectX9 shadows are done on the CPU. This is the 'main' difference between DX9 and DX10.

      The 'crisp' choice by bioshock is NOT what DX10 is about, this is a game developer choice. PERIOD.

      I know reviews like this can lead people down wrong paths, but it doesn't hurt to look up this type of information before making fun of a fact that is incorrect in the first place.

      It is strange that any site 'reviewing' DX10 in comparison to DX9 would not even know the basic 'consumer' terminology for the differences, so they would know what they were looking at... Maybe someday we can get a review posted on SlashDot that is actually done by gaming professionals... (gasp)

      Here is a quick list from the MS Consumer Info site on DirectX10, notice the reference to shadows specifically.
      -----------------------
      Summary

      In summary, DirectX10 provides the following benefits to gamers:

      More life-like materials and characters with:
      Animated fur & vegetation
      Softer/sharper shadows
      Richer scenes; complex environments
      Thicker forests, larger armies!
      Dynamic and ever-changing in-game scenarios
      Realistic motion blurring
      Volumetric effects
      Thicker, more realistic smoke/clouds

      Other
      Realistic reflections/refractions on water/cars/glass
      Reduced load on CPU
          -Re-routes bulk of graphics processing to GPU
          -Avoids glitching & system hangs during game play

    3. Re:Shadows are wrong! by TheNetAvenger · · Score: 1

      PS...

      For people that think there is 'little' difference between DX10 and DX9 for that 'precious 1-2fps lost', or that soft shadows are not a part of DX10, just look at this simple HD video that shows the difference. DX9 looks great, but DX10 looks almost real with far more 'actions' going on in the same scene.

      http://www.gametrailers.com/player/19965.html

    4. Re:Shadows are wrong! by Nicolay77 · · Score: 1

      Shadows are wrong because in Bioshock, DX10 shadows are "crisper and more detailed" with DX9 shadows being soft.

      AND in Call of Juarez, "DX10 mode offers softer, more natural looking shadows" while DX9 shadows are crisp.

      Wich means that both DX9 and DX10 can draw soft and crisp shadows, and the difference is just a stupid marketing gimmick to promote DX10 that game companies don't know how to use.

      --
      We are Turing O-Machines. The Oracle is out there.
    5. Re:Shadows are wrong! by Taulin · · Score: 1

      I would also just like to add to this comment that soft shadows are available in DX9, but mostly in Nvidia cards at first, and at certain resolutions. I think as we saw in dx10.1, that MS is now forcing card makers to provide all features? This would be good since I wouldn't have to compare cards just to find out what features of DX are not supported.

    6. Re:Shadows are wrong! by sunwukong · · Score: 1

      Yes, the DX10 version was very impressive. Most annoyingly, though, was that it wasn't the same action sequence for DX9 and DX10, e.g., no grenade in DX9.

    7. Re:Shadows are wrong! by Hal_Porter · · Score: 1

      That's great, except for the fact that shadows don't have crisp edges in the real world. Unless it's illuminated by a point-source (which immediately excludes the sun, lamps, flashlights, and pretty much every other light source you're likely to encounter), there will be a penumbra. The DX9 image here: http://www.hothardware.com/articleimages/item1031/big_stateofdx10_wic_shad.jpg is more realistic.

      Simple flash example: http://www.goalfinder.com/Downloads/Shadows.swf That's because reality doesn't yet support SM3.0.
      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
  15. Wake me by xx01dk · · Score: 1

    when games become as fun as they are pretty to look at. Till then I'll be off playing Defcon and Peggle.

    --
    There is simply too much glass..
  16. crap... crap... mega crap by yodleboy · · Score: 1

    recently ditched the windows world and have been happily working with ubuntu for a couple of months now. ran vista for a few months when it came out, funny how all those cool Aero effects look pretty weak compared to Beryl... I'm starting to think MS hasn't got a clue. 5 YEARS for Vista and this is IT? half my games wouldn't even work. in fact several of them run better in ubuntu w/ wine than they did in Vista. now that's pretty sad. Whatever, i've seen the writing on the wall, and i'm getting a console for gaming. The only reason i was still on windows was games, but i've reached the point due to tech advances that it's going to cost me as much as getting PS3/360/Wii combined to continue enjoying games on the PC. Unfortunately, nothing else i do on the pc requires nearly that much horsepower. bye bye bill.

    1. Re:crap... crap... mega crap by caller9 · · Score: 1

      No keyboard/mouse combo yet for real FPS players?

      Oh, and this thing sucks.
      http://gear.ign.com/articles/753/753779p2.html

      I've even heard the argument made that they wont ever support kb/mouse for FPS because it would put the regular controller users at such a disadvantage. I think that's complete crap.

      Microsoft would slap together a MS XBOX360 branded kb/mouse combo and sell it for $150, and you can buy it or suck, show them the money or go home with your broke ass no halo playing self.

      That's pretty much their attitude.

  17. UT3 by Anonymous Coward · · Score: 0

    Any word on how DX10 will compare to OpenGL in the new Unreal?

    1. Re:UT3 by nschubach · · Score: 1

      I'm sure it's minimal. Since DX has version numbers, it turns into a whole ordeal when a new version comes out that the standard old OpenGL has supported for years. Isn't marketing fun?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  18. I'm waiting for OpenRT by argent · · Score: 5, Interesting

    Who cares about cool special effects to fake optical accuracy? Within a few years we'll have real-time ray tracing and everything using rasterized graphics will look so fake.

    1. Re:I'm waiting for OpenRT by Dan667 · · Score: 1

      If I had mod points, I'd mod you up. I agree that ray tracing is getting close to being able to be used on a regular PC.

    2. Re:I'm waiting for OpenRT by Paperweight · · Score: 1

      Don't tell Microsoft, or they'll try to suck the life out of it too by always keeping one step ahead of OpenRT. Of course, maybe that would add life to it...?

    3. Re:I'm waiting for OpenRT by rastoboy29 · · Score: 1

      erm, you know it will still be rasterized...unless you've got a nice vector monitor? :-)

    4. Re:I'm waiting for OpenRT by Goalie_Ca · · Score: 1

      Ray tracing traces from pixel to light source. Unfortunately global lighting and soft shadows etc. are still issues. Ray tracing is elegant and simple but like its predecessor, we still have to approximate "real-ness" and use fake effects everywhere.

      --

      ----
      Go canucks, habs, and sens!
    5. Re:I'm waiting for OpenRT by Anonymous Coward · · Score: 0

      Real-time raytracing is only a dream.

    6. Re:I'm waiting for OpenRT by ardor · · Score: 1

      Yet again RT is seen as the magical wand that will make everything look nice.

      Hint: CGI studios do NOT use RT exclusively. In fact they use *rasterizers*, and resort to RT for stuff that is hard to fake with rasterizing (shadows, translucency, refraction, reflection, ....)

      Why? Because rasterizers are cheaper. Forget about the triangle throughput benchmarks, they are useless, especially for games. As Carmack said, game developers dont want _more_ triangles, they want _pretty_ triangles, which means that fillrate is usually the important factor. And here, raytracers royally suck, because they scale very badly with screen resolution. There is absolutely no point in raytracing an opaque, bumpmapped triangle, a rasterizer can produce the same result much faster; raytracing won't push that triangle's image quality. Raytracing has no advantages regarding illumination (especially not global one which needs to be preprocessed anyway) or shading. So please stop hyping RT so much.

      --
      This sig does not contain any SCO code.
    7. Re:I'm waiting for OpenRT by Prune · · Score: 1

      This is ludicrous. Rays can be traced forward from lights as well and cached onto say surfaces as in photon mapping, or combined with various other methods to provide a physically correct global illumination.

      By the way, UBC > SFU, and prof. Heidrich is the top graphics researcher in Canada :P

      --
      "Politicians and diapers must be changed often, and for the same reason."
    8. Re:I'm waiting for OpenRT by Prune · · Score: 1

      Screen resolution, as a 2D thing, grows slower than scene resolution, a 3D thing. And ray tracing scales better than raster graphics with scene complexity.

      --
      "Politicians and diapers must be changed often, and for the same reason."
    9. Re:I'm waiting for OpenRT by Prune · · Score: 1

      You're such an ignorant idiot. High resolution real-time ray tracing of complex scenes has been done on clusters and specialized hardware for over a decade.

      --
      "Politicians and diapers must be changed often, and for the same reason."
    10. Re:I'm waiting for OpenRT by ardor · · Score: 1

      And ray tracing scales better than raster graphics with scene complexity.

      I repeat: Forget about the triangle throughput benchmarks, they are useless, especially for games. As Carmack said, game developers dont want _more_ triangles, they want _pretty_ triangles, which means that fillrate is usually the important factor.

      --
      This sig does not contain any SCO code.
    11. Re:I'm waiting for OpenRT by Kjella · · Score: 1

      Maybe it's the way raytracing is mysteriously "within a few years" every year? I assume the better the rasterizer gets, the more rays and more bounces you'd have to trace to get a better image so it's a moving target. How far off are we talking? Can you show me a raytracer running at 3FPS (that's about 1/10th of what I'd accept) that'll blow me away? Or is this just something that'll happen on hardware that doesn't exist yet?

      --
      Live today, because you never know what tomorrow brings
    12. Re:I'm waiting for OpenRT by Goalie_Ca · · Score: 1

      Sure I'll agree with you there but I was referring to classic ray tracing which we have a hope of doing in real-time. This is not my field but i've written a simple one for fun.

      And yes UBC is a mighty fine school too. You guys have a lot of programs we do not have because you are quite a bit bigger and older.

      --

      ----
      Go canucks, habs, and sens!
    13. Re:I'm waiting for OpenRT by argent · · Score: 1

      Maybe it's the way raytracing is mysteriously "within a few years" every year?

      Except it isn't. Real Time raytracing was "at least 20 years off" when the first raytraced images showed up in the late '70s (and took 10 hours per frame on a VAX), and they were "at least 20 years off" throughout the '90s, and even this century, right up to, oh, about 2005... when Philipp Slusallek at Saarland University demonstrated real-time raytracing on a 66 MHz FPGA with about 1% of the gate budget of a modern video card at SigGraph 2005.

      So do you mean it's been "within a few years" for the last couple of years? I mean, now even Intel and ATI and nVidia are talking about real-time raytracing and working on putting raytracing accelerators in video cards. They're not going to a full SaarCOR-style RPUs yet, but it's only a matter of time.

      I assume the better the rasterizer gets, the more rays and more bounces you'd have to trace to get a better image so it's a moving target.

      That's just it... as the scene gets more complicated raytracers scale up much more efficiently than rasterizers. Raytracing is much less sensitive to absolute polygon counts than rasterizers, and some actually operate directly on NURBs instead of a mesh.

  19. How far have WE come? by VeteranNoob · · Score: 2, Insightful

    What's this "we" business? DX10 is only available with Vista, and Vista sales are abysmal. And with this being a *nix-oriented site, it's falling on deaf ears.

    The summary states that DirectX 10 was "introduced" to by the hardware manufacturers and Windows adopted it. I have always understood it to be the other way around. If it is the hardware makers, then why are they actively supporting two different 3D APIs (DX, OpenGL)? Does this mean that DirectX could be adopted by another OS, say Linux? Only for a fee?

    I urge everyone to vote with their wallet and try games that support OpenGL and Linux. Sure, you may never get to play Halo 3 in Linux, but if the game developers see the market growing there, I'm sure we'll start to see more big names soon. It will be to their ultimate benefit, too, since they can take advantage of the advanced technologies that Linux has to offer (mostly for free). Can you imagine games or applications that worked with Beryl to create actual 3D desktop objects instead of just 2D windows. Or how about a Linux LiveCD that did nothing but boot a kernel with drivers and ran a dedicated game; every single CPU cycle would be dedicated to giving you frames per second.

    Personally, I've been addicted to this great 3D bridge-building game, Bridge Construction Set. Of course, it supports Linux

    --
    Adapt, adopt, or get out of the way!
    1. Re:How far have WE come? by n00854180t · · Score: 2, Informative

      Well technically the hardware makers support shader model 4, which has the main and most promising feature that DirectX 10 supports: geometry shaders. It is a fairly big distinction, but this is a more accurate way of saying what they actually meant, "Shader model 4 was introduced by the hardware manufacturers and Microsoft supported it in DirectX 10." Using OGL extensions, you don't *need* DX10 or Vista to make use of the geometry shader. Now, granted there are a number of other changes that are nice in DX10, but the geometry shader is the *sole* reason that anyone is excited about SM4 (DX10). Being able to create geometry on the GPU is something entirely new and has a wide range of possible (and exciting) uses. A simple example of this is demonstrated by nVidia's procedural terrain demo. As an aside, there's no particular reason most if not all of the effects seen on the DX10 screenshots in the articles couldn't have been done in DX9. My suspicion is that most were done specifically in DX10 to promote sales of it, rather than because of any technical limitation.

    2. Re:How far have WE come? by FooDaddy · · Score: 1

      "My suspicion is that most were done specifically in DX10 to promote sales of it, rather than because of any technical limitation."

      I tend to believe that most rational programming decisions would render a choice of DX10 over DX9(where both are viable options) because a particular task or set of tasks was more easily accomplished. I really doubt that many programmers are thinking - hey, I'll bite the bullet and use DX10 because I need to help drive Vista sales. :P

      (funny that the captcha is "bribing" tho)

    3. Re:How far have WE come? by n00854180t · · Score: 1

      Well, that's essentially what I meant. There's no reason any of those features couldn't be done in DX9. They were most likely slightly easier to do in DX10. And I think you'd find that many developers want to put DX10 features in simply to help uptake of the hardware (it's not about Vista at all, since if DX10 was supported in XP no one would care about Vista at all, at least in games) because they *want* to be able to use SM4 features for radically game changing elements. Obviously, that won't happen until the point where using DX10 for such things doesn't also mean losing the majority of your customer base. Hell, I'd *love* to be able to use the geometry shader in a number of ways at work on our projects, but it's just not feasible at the moment.

  20. The real joke by Moryath · · Score: 4, Insightful

    The real joke is that neither DX9 nor DX10 are inherently "better" any more than the original Glide API was inherently "better" than DirectX or OpenGL. Hardware has been changed constantly, to give "better" responses to this call or that call, but inevitably you have to write a driver that converts the OpenGL or DX9/DX10 or whatever into something your card understands.

    In the really old days, you had people actually coding for the card on hand. This is why there's a gazillion different releases of Mechwarrior 2, each of which varies greatly in image quality and features - each had to be hand tuned to the card.

    If Bioshock had been intended for DX9, it would probably look the same as that DX10 shot on DX9. They'd have figured out what they needed to do, perhaps coded a few "If ATI, do this, if NVidia, do this, if Intel Extreme fail 'your video card is too crappy to play this game'" decisions for specific hardware, and that would have been that. Since it was backported (and MS would have thrown a fit to have "no difference") they had to just do a more slappy job of it.

    Then again, if not for the emphasis on ridiculous graphics, think about how many games would be able to use their processing power for some seriously wicked AI. Even Bioshock only has half-decent AI that can be twigged to and predicted fairly easily - you know that a wrench guy is going to rush you, you know that the spider slicers will hang from the ceiling and lob stuff all day till you burn or freeze them, you know where the houdinis are going to land long before the animation starts merely because you can figure out what the AI tree says for them to do in what radius... it's sad.

    Hell, you can predict the precise spot on the health bar where they'll run for the health station, and if you're smart you trapped that thing half an hour ago. Now you get to watch as four of them all kill themselves on the same damn one, never paying attention to the 3 dead bodies on the floor that obviously just gassed themselve using a booby-trapped station.

    But nevermind. I know the reason they want graphics over AI - the same fucking morons that could never defeat a decently programmed AI (hell, they have trouble getting through Halo on NORMAL), drool over thinking that they can see the shoelaces on Madden's boot.

    1. Re:The real joke by Mikachu · · Score: 4, Insightful

      Hold on for a second here. The graphics are usually very GPU intensive, but the CPU is generally not overworked by them at all. If they wanted to write good AI, they could do so without sacrificing graphics quality at all.

    2. Re:The real joke by Anonymous Coward · · Score: 0

      the same fucking morons that could never defeat a decently programmed AI (hell, they have trouble getting through Halo on NORMAL)
      Bullet starvation is a poor excuse for strategy and tactics. Give me an AI that doesn't cheat at some level, then we can talk.
    3. Re:The real joke by srmalloy · · Score: 1

      I don't think that they did an intentionally crappy job of the backport; I suspect that it was more of a "We need it to run under DX9, but this is your deadline for making it happen" deal, where the programmers weren't given the time to write software versions of the effects that DX10 does directly but DX9 doesn't do as readily.

    4. Re:The real joke by Anonymous Coward · · Score: 0

      Hold on there, i agree some what and have you ever played online against humans?

    5. Re:The real joke by Anonymous Coward · · Score: 2, Interesting

      From what I can tell, the primary limiting factor in game AI isn't even hardware related; it's designer manhours. A good AI is one which makes use of a lot of different behaviors and has good rules for applying them. It's not really difficult for the computer to handle that, but it does take a lot of time for the designers to plan and implement all of the behaviors and rules. And if they really want to trick players into thinking the game is intelligent, they can incorporate scripted behavior in certain situations.

    6. Re:The real joke by pyrbrand · · Score: 2, Insightful

      I don't think you get it. There's a reason people aren't writing assembly any more and there's also a reason they wrote in assembly instead of 1's and 0's. Yes, it's technically possible to write everything you write in C++ in binary, heck, the compiler and linker pump that out for you, but the point is to be more productive and make less errors so that you can get more done in the limited time you have. In that sense, it's way better to have modern programming tools since you can finish up the graphics and have time left over for AI too.

      Further, your comment that we haven't come further on the technology train since glide is just wrong. New APIs provide access to new hardware capabilities. The advent of shaders and a breakaway from the fixed function pipeline is what makes games look different from each other these days instead of seeing the same plastic-y models in the same hyperreal lighting only with the dials turned up or down. DirectX10 takes this even further and instead of just being able to custom program the geometry shader part of the pipeline which thin has to pass things off to the pixel shader part of the pipeline which you can custom program, the whole pipeline becomes programmable giving a developer a lot more flexibility.

      Lastly, the point of AI isn't necessarily to make things brilliant, and even in games where people think the AI is brilliant it can sometimes be brain dead simple. If I recall correctly, FEAR only had 3 states to its AI, but the system was so brilliant, people thought the AI was far more complex and assigned it intentions based on why they assumed it was doing what it was doing. Also, an actually intelligent AI isn't any fun to play. Most of the time, you will get shot in the head before you see the bad guys (since you're field of view is smaller than your field of, uh, not-view). That's why in games like Half Life 2, the AI guys were smart and did things like make sure the AI always misses the first shot. There's a great article on these sorts of design choices by one of the guys who did the AI for HL2 - I think it was on Gamasutra although I can't find it now, so it might have been in one of the AI programming gems books. Having predictable behavior is also one of the fun parts of games - learning how to outsmart the system can be entertaining itself (and gives you that smug feeling you're emoting when you talk about how you can predict the behavior of all those Bioshock baddies). Not saying it's the only way, just that it can be fun in itself. Completely erratic an unpredictable AI wouldn't be any fun either. That said, more time spent tuning and play testing and redesigning AI is never a bad thing, I'm just questioning your assumption that the AI should be smarter - I prefer more fun.

    7. Re:The real joke by TheThiefMaster · · Score: 1

      Exactly.

      The computer resources are irrelevant. Graphics and AI both take man-hours to make, so this is a cost/management issue, rather than a technical one.

      You have a certain budget. Do you hire more graphics artists and graphics programmers, or AI designers and AI programmers?

    8. Re:The real joke by Anonymous Coward · · Score: 2, Insightful

      If Bioshock had been intended for DX9, it would probably look the same as that DX10 shot on DX9.
      I can tell you for a fact that Bioshock was coded for DX9 and forward ported for DX10 in the last months of development. Features weren't sacrificed to go to DX9, they were simply added when the DX10 rendering path was made. Do check your facts before making disparaging comments...
    9. Re:The real joke by Anonymous Coward · · Score: 0

      I don't think you get it. There's a reason people aren't writing assembly any more and there's also a reason they wrote in assembly instead of 1's and 0's. Yes, it's technically possible to write everything you write in C++ in binary, heck, the compiler and linker pump that out for you, but the point is to be more productive and make less errors so that you can get more done in the limited time you have. In that sense, it's way better to have modern programming tools since you can finish up the graphics and have time left over for AI too.

      /p> This part of your post is exactly why PPC and entire Mac gaming (before Intel) was a complete desert for games.

      IBM and Apple expected the über coders to hand code Altivec code while there is no time for that, nobody can afford that for a tiny gaming community and so on.

      People using Mac G5s in professinal environment which there are lots of hand coded tools (e.g. 3ivx mpeg4) knew Apple or IBM doesn't lie about the power of Altivec but it takes 2 years for 3ivx guys to ship a new major version. Imagine that in gaming environment.

      A bit off topic but if Apple gaming really took off, we would be discussing OpenGL 2 features, not Dx 10 which is a lame (and proven) trap to make people (teens) rush to Vista upgrade. I started to wonder if the gaming developer quality has fallen because of the easyness of MS game coding frameworks and Visual C.

    10. Re:The real joke by deviceb · · Score: 1

      sry man i disagree. "think about how many games would be able to use their processing power for some seriously wicked AI."
      You must not play FPS games. the best AI is another human.
      I want real foliage and environment to hide in, and when i blow my enemy to pieces i want bone fragments to hit me in the eye causing my vision to blur in the proper fashion.

      --
      Kill your TV
    11. Re:The real joke by EdelFactor19 · · Score: 1

      but it is usually memory intensive... however you could easily point out that most of it could be pre computed and indexed... but why waste space on our precious dvds or hard drives when we could do something "useful" with it like massive amounts of audio or graphic content?

      its been said before and ill say it again

      the cd killed the algorithm
      and the dvd (and gpu) defiled its corpse :-)

      --
      "Jazz isn't dead, it just smells funny" ~Frank Zappa
      EdelFactor
    12. Re:The real joke by Anonymous Coward · · Score: 0

      If Bioshock had been intended for DX9, it would probably look the same as that DX10 shot on DX9. They'd have figured out what they needed to do, perhaps coded a few "If ATI, do this, if NVidia, do this, if Intel Extreme fail 'your video card is too crappy to play this game'" decisions for specific hardware, and that would have been that. Since it was backported (and MS would have thrown a fit to have "no difference") they had to just do a more slappy job of it. First, Bioshock was originally written with DX9, and only added DX10 features in the last few months of development. It was not "backported" to DX9 in any sense of the word. Second, the sharp line the fog makes with a wall is virtually impossible to do away with in DX9; using DX10 you can create so-called "soft particles" (which is how these sharp lines are eliminated) by basing the transparency of a particle at a point on the value of the depth buffer at that point. In DX9, it is not possible to access the depth buffer in a pixel shader, which pretty much takes soft particles out of the question.
  21. obvious parallel by fred+fleenblat · · Score: 3, Insightful

    I don't think DirectX 10 will achieve any kind of market acceptance until DirectX 11 is released. Then everyone will bitch about DirectX 11's high-end hardware requirements, DRM lockdowns, and poor performance and they'll start clamoring for the good old days of Direct X 10.

    1. Re:obvious parallel by RSA7474 · · Score: 1

      Hopefully by then people will have adopted better alternatives into their lives other than Windows, and that competition will spark openGL or other alternatives for developers to create games on.

  22. DirectX is great for the 2% of people with Vista by Doug52392 · · Score: 0

    Microsoft is basically being themselves and holding the entire PC gaming industry back. Its basic business: why would a company spend millions of dollars and months making a game that only about at most 7-10% of consumers would even have access to? Your computer has to be super powerful if it has Windows Vista on it to come close to running DirectX 10 games. I play FlightGear on my computer, and tried it on Windows Vista and Linux. Every time I played it on Windows Vista I would get "Virtual memory low" messages and the system would automaticly increce my pagefile. The Linux version, however, ran with no lag or problems of any kind. I think its time the SEC starts coming back into play. But Microsoft is just digging their own grave, if they destroy PC gaming, I have no more reasons to use Windows or have it on my hard drive. Gaming is the only thing I do not use Linux for.

  23. A lot of the "improvements" are in the games. by argent · · Score: 1

    A lot of the "improvements" are things that the game is doing differently in the DX9 and DX10 versions. Some of them, like the "litter objects" in one of the games, or gun movement effects in another, have nothing to do with DX10... it's like the game developers simply put more polish in the DX10 versions because they wanted the punters to "get their money's worth".

  24. Time for a reality check? by westlake · · Score: 1
    What's this "we" business? DX10 is only available with Vista, and Vista sales are abysmal. And with this being a *nix-oriented site, it's falling on deaf ears.

    Stories posted to the Game section of Slashdot rarely see more than fifty responses.

    The Slashdot Geek isn't really a driving force in PC gaming and anything said here about Microsoft and Vista tends to be tainted by wishful thinking. It isn't retail-boxed Vista that sells to the home market, it is the OEM system bundle.

    You'll find the neon-lit Gamer's PC with Vista and NVIDIA 8800 DX10 Video at Walmart.com. What you won't find is OEM Linux at any price or in any configuration.

  25. Re: ai by Anonymous Coward · · Score: 5, Insightful

    As someone who writes AI for text-based games, let me clear you of some misconceptions.

    First, the goal of "AI" isn't always to be as smart as possible. Often, the goal is to make something believable and/or of the appropriate difficulty level. It's possible that Bioshock missed the mark there, but I haven't played Bioshock yet, so I don't know.

    I can write "AI" that will kick your ass every time, even without cheating. (Mobs have the advantage of being on home turf, and they outnumber you.) But that's not fun for the player, so I don't do it. Instead, I'll write something with a pattern you have to figure out. Once you learn one of the ways to beat it, the mob will be easy for you, and it's time to move on to the next area. Very few mobs get the full "try to survive at all cost" treatment, and even fewer are programmed to actually learn from your behavior.

    You're describing the classic "I wish this mob would keep getting harder" remorse, but think about it: would it really make sense for those mobs to learn from your new tactics? Are they supposed to be smart, or are they just supposed to be an obstacle?

    As for your dead bodies example: would you really prefer to have an infinite standoff as the mobs decide it's not worth getting killed, so they go hide somewhere with their own traps and wait for you to attack? Right... so get over it. If games were realistic, you would realdie on level 1.

  26. Re:DX9 looks better? (agree 100%) by deep_creek · · Score: 1

    Agree 100%. Dx9 appears to be more realistic, Dx10 is very "cartoonish" looking.

  27. Re: ai by Chemisor · · Score: 4, Insightful

    > I can write "AI" that will kick your ass every time, even without cheating.
    > (Mobs have the advantage of being on home turf, and they outnumber you.)

    You are assuming that the mob would just sit there and wait for the player, like it usually does in pretty much every game. In reality, a "level" would not necessarily know that Gordon Freeman is on his way. Neither will they have the patience to sit in their assigned ambush places, waiting for him all day long. A better AI would actually "live" in the environment where it is placed, so that it would react to the player instead of waiting for him. It would also be fun to watch. In Half-Life I really enjoyed watching those occasional scenes where monsters are wondering around doing things; like when the bullsquids feed on the headcrabs. I wish there were more things like that, things worth watching.

    > would it really make sense for those mobs to learn from your new tactics?
    > Are they supposed to be smart, or are they just supposed to be an obstacle?

    If the AI was smart, you wouldn't need a mob. You would only need a few individuals. It would be like a multiplayer deathmatch, and, judging from the popularity of those, would likely be more fun than the current mob situation.

    > As for your dead bodies example: would you really prefer to have an infinite standoff
    > as the mobs decide it's not worth getting killed, so they go hide somewhere with their
    > own traps and wait for you to attack?

    An infinite standoff will only happen if the game designer makes you kill off the entire mob before setting off some stupid trigger to open some stupid door. Don't program artificial obstacles and the player will be able to ignore the hiding mob and go on, just like in real life.

  28. Re: ai by Knara · · Score: 1

    In Half-Life I really enjoyed watching those occasional scenes where monsters are wondering around doing things; like when the bullsquids feed on the headcrabs. I wish there were more things like that, things worth watching.

    For all the guff that Tabula Rasa is getting,this one one of the things that (to me) made the world seem more dynamic and lived in. The worlds you play on are active battlefields with reasonably intelligent good and evil mobs that are jocking for tactical and strategic advantages. The "bad" mobs arrive in dropships in actual squads of various types, and will patrol/hunt through areas for "good" mobs (including the player). A lot of people don't seem to like TR very much, but this was a great idea, to me.

  29. DirectX 10 introduced by WHO? by Filter · · Score: 1

    When DirectX 10 was first introduced to the market by graphics manufacturers?

    I guess it was technological innovations brought to us by the graphics card manufactures. Thank goodness Microsoft was able to provide us with a platform that implements this great new and improved gaming API. No wonder the other vendors in the desktop OS industry are falling behind in the market.

    --

    "better ways of doing things eventually just replace the inferior things" - Linus Torvalds 09-08-07

  30. So, what does this mean, technologically? by tjstork · · Score: 1

    IS it really that the DX10 gives you the ability to stuff more complex code into shaders?

    --
    This is my sig.
    1. Re:So, what does this mean, technologically? by TheNetAvenger · · Score: 1

      IS it really that the DX10 gives you the ability to stuff more complex code into shaders?


      No it means the cards must SUPPORT these GPU operations, unlike previous generation where NVidia or ATI did not have GPU support for many mainstream features. (ie. making it easier on developers, as when they call for shadows, they don't have to care what card is in the user's machine.)

      This is the same as DX10 requiring GPUs to support pre-emptive scheduling being handled by the OS (Vista) and DX10 requiring GPUs to support non-visual computing like physics on the GPU via the DX10 apis...

  31. Kinda Disappointing by skeptictank · · Score: 1

    Some of the DX10 screen shots actually look worse than the DX9 screens. In the Call of Juarez screens the water looks slightly more realistic in the distance, but up close the reflections on the water's surface are more realistic with DX9. The distance terrain texturing in DX10 appears to be a little better at very long distances, but worse the closer you get to the viewport. A lot of the distant terrain in the CoJ DX10 screens just looks hazy and out of focus. Particle render is better under DX10. I guess I was just expecting to much.

  32. Sign me up by MrCopilot · · Score: 1
    I want my $500 video card to drop 83 fps in performance too.

    http://www.hothardware.com/articles/The_State_of_DirectX_10__Image_Quality__Performance/?page=8

    Seriously, why do people continue to put up with this abuse? Newer/More Expensive should be better in the computing world, no?

    Frankly, I'm glad I use Linux and need not worry about this crap anymore.

    --
    OSGGFG - Open Source Gamers Guide to Free Games
    1. Re:Sign me up by Anonymous Coward · · Score: 0

      I think several (many) people are missing something here..

      And the article is off target in a major way.

      You shouldn't evaluate _any_ DX9 game on DX10. Why?

      Because it was written for DX9. Due to new hardware features, DX9 games don't take advantage of these features.

      Basically, only a game specifically written for DX10 will really show off a next-gen graphics card.

      A DX9 game will run about the same, which is what the article shows. This is expected as DX10 was designed to be relatively backward compatible. However, DX10 was not really designed to improve performance for the exact same card.

      DX10 was designed to take advantage of entirely new graphics features now in hardware. The games that use these features (GPU displacement maps, GPU single-pass shadow maps, GPU geomentry generation) just don't exist yet.. Its got nothing to do with Linux vs. Windows. The issue of new techniques being put into newer graphics cards, but not yet programmed for, exists on all platforms.

    2. Re:Sign me up by MrCopilot · · Score: 1
      You shouldn't evaluate _any_ DX9 game on DX10. Why? Because it was written for DX9. Due to new hardware features, DX9 games don't take advantage of these features.

      The games used in these test were DX10.

      BioShock is a shining example. Now if you are saying you can't evaluate the difference in perfomance for the exact same game under two different DirectX implementations, You perhaps should lay off the Kool-Aid.

      The point of my comment is plain. The exact same game running DX9 offers much more performance than running it under DX10 on the same DX10 capable graphics Card and Hardware. Meanwhile the DX10 specific improvements are all but negligible. Oooh look at the fringes of the shadow, no really look close the edges are slightly fuzzy, Oh damn I was killed. Look at the shadow of my corpse, there, you see it don't you.

      The only impressive feature I can see it HDR volumetric lighting and contrast. Looks slightly better, but I find it ridiculous for me to lose 83FPS to see it. Of course the same could be said for AntiAliasing in the 90s, And we all did say it nobody played games with 8xFSAA unless our hardware could handle it. This article clearly shows there is almost no hardware that can handle the "improvements" of DX10 without massive performance hits.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
    3. Re:Sign me up by svallarian · · Score: 1

      In MS defense, most of those performance drops are NOT ALWAYS due to DX10 or Vista. The Nvidia drivers have had a hellish effect on performance, but it's slowly getting better over time.

      and I stress s l o w l y .

      --
      I patented screwing your mom. But it got revoked for "prior art."
  33. Just jump to the summary. by aepervius · · Score: 3, Informative

    quote :

    Are We There Yet? The DX10 exclusive effects available in the five games we looked at were usually too subtle to be noticed in the middle of heated gameplay. The only exception is Call of Juarez, which boasts greatly improved graphics in DX10. Unfortunately these image quality improvements can't entirely be attributed to DX10 since the North American version of the game -- the only version that supports DX10 -- had the benefit of a full nine months of extra development time. And much of the image quality improvements in Call of Juarez when using DX10 rendering were due to significantly improved textures rather than better rendering effects. Our test results also suggest that currently available DX10 hardware struggles with today's DX10 enhanced gaming titles. While high-end hardware has enough power to grind out enough frames in DX10 to keep them playable, mid-range hardware simply can't afford the performance hit of DX10. With currently available DX10 hardware and games, you have two choices if you want to play games at a decent frame rate; play the game in DX9 and miss out on a handful of DX10 exclusive image quality enhancements, or play the game in DX10 but be forced to lower image quality settings to offset the performance hit. In the end, it's practically the same result either way. While the new DX10 image quality enhancements are nice, when we finally pulled our noses off the monitor, sat back and considered the overall gameplay experience, DirectX 10 enhancements just didn't amount to enough of an image quality improvement to justify the associated performance hit. However, we aren't saying you should avoid DX10 hardware or wait to upgrade. On the contrary, the current generation of graphics cards from both ATI and NVIDIA offer many tangible improvements over the previous generation, especially in the high-end of the product lines. With the possible exception of some mid-range offerings, which actually perform below last generation's similarly priced cards, the current generation of graphics hardware has a nice leg-up in performance and features that is worth the upgrade. But if your only reason for upgrading is to get hardware support for DX10, then you might want to hold out for as long as possible to see how things play out.

    /quote

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  34. Baby steps for Raytracing plus maybe 2 decades by Anonymous Coward · · Score: 0

    Whoa, whoa... baby steps first!
    Where's the 60fps *FAKE* 3D the industry has to achive for me before they create your new hardware arms-race and move on to a raytracing fps showdowns? Matter of fact, the benchmarks on TFA show numbers in the 20fps the max 1900x1200 monitor resolutions in the slowest cards and ONLY around 50-70fps at the speediest resolutions. All the effects were turned on, but I expect full power from "ray tracing" and photo quality, so it's not something to "not care about" quite yet, since we can't solve our current state of the art.

    60fps is a golden number IMO, but to contrast paradigm shifts, emulated SNES games in mere 2D reached it only about 4 years ago on home-bound integrated cards. A @1.7GHZ dual core machine can finally help emulate an N64's 3D comfortably, though my old 1.7GHZ *single* core stuttered along. Emulation DOES take an extra toll, but here is my refute for native games on Windows...

    City of Heroes / City of Villains has been out for 3 years and I was complaining to my friends that I need to enable the second core in order to run it at 10-20fps, max, at only 16bit color with minimum graphic detail, via the game and the card control panel on Vista. To conclude: photo quality won't be "photo" quality till games run at 32 bit color. To that, add 30-60fps, but make a strict no-slowdown policy or my eye will notice lags. In Heroes, I got like 6fps with color at the minimum setting with an integrated card on this shared-intel U305-5107 laptop.

    I remember a 10fps era encompassing last decade, and how my progressive PC upgrades through this decade gave me no more at max maybe 15-30fps per increase. Even if top-gaming rigs were ray-tracing 3D today at 15fps, I'd give it about 10 more years for home machines / intel's crippled integrated cards to catch up to the wave.
      This is not even accounting for advanced physics models, AI, and other stuff that DirectX would want to get into if it ever stopped advancing the purely visual field. But we all know looks never stop advancing. Just look at Playstation's visual growth when it was already pretty awesome to our 1997 eyes.

  35. and it seems intentionally botched by someone1234 · · Score: 1

    According to the TFA dx9 is also capable of soft particles.
    So the most noticeable difference seems intentional.

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
  36. DX3 rools by Anonymous Coward · · Score: 0

    You should be coding in Execute Buffers like we had to in the original version of Direct3D. There was none of this fanboi stuff - multipass rendering, pixel shaders and the like.

    If you want real: go outside.
    If you want games: get good game play.
    The looks might get you to buy the game, but it's the game play that keeps you coming back for more.

  37. Re: ai by MORB · · Score: 1

    I've seen that in the tutorial part of the game, yes.

    However, after that it was back to the beaten-to-death formula: a elevation-map based terrain with the very occasional cave, and mobs spawning at random and standing there, attacking you when you get within some fixed radius from them.

    The only slightly original thing is that instead of just popping in existence out of thin air, they have this (badly looking) animation where a ship shows up and the guys drop from it.

    Add the also beaten-to-death "go collect 5 mutant bulls balls" kind of quests and you get a game that really looks like a dead horse.

  38. Geometry Shaders a first in DX10 by gruthen · · Score: 1

    DX10 is the first API to give access to a Geometry Shading Unit. In a couple of years expect all games to use GPU accelerated physics (fragging, smoke, fluids). Expect some innovative use of procedural content (textures/images AND geometrically). Think procedural vines that snare you as you BF1942. It's not because of DX10. It's because of NVidia (& ATI?) pushing the boundaries of GPU computing. OpenGL supports a lot the new features of graphics hardware. So for now I'm devving in XP and the only way I can dabble with a Geometry shader is using OGSL. DX10 is on the other bootable partition.

  39. Plus plently of stuff never before possible by gruthen · · Score: 1

    DX10 gives access to the Geometry Shading Unit. A new logical processor on the GPU (like the pixel and vertex shader). Physics engines aren't using this functionality yet. Ageia PhysX flopped because noone wants to buy a new card just for the odd bit of shrapnel. Soon everyone will have the ability to hardware accelerate physics... and as soon as we do, developers will give us in game physics never before possible. I dev VR software for Med training. The geometry shader has enabled a new field of touchable interactive applications central to simulation. Games are only the half of it.

  40. Parent = tool by Anonymous Coward · · Score: 0

    keep following the herd, dude

  41. If i had mod points, by imsabbel · · Score: 1

    i would mod you down, as you are stupid and dont really know what you talk about.

    Hint: real time raytracing will look so much more shitty than any rasterized engine of the last 5 years

    --
    HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
    1. Re:If i had mod points, by Prune · · Score: 1

      As someone that has published in computer graphics journals, I say you are stupid and don't know what you're talking about. Oh wait, this is slashdot! Where those that are stupid and don't know what they're talking about are the ones accusing others of the same :rolleyes:

      --
      "Politicians and diapers must be changed often, and for the same reason."
    2. Re:If i had mod points, by imsabbel · · Score: 1

      Yeah, i have read what passes as a "paper" in those computer graphics journals.
      A whole piece of crappy circle-jerking bullshit.

      For the primary ray, raycasting is good enough, and secondary rays are non-deterministic in regards of SIMD compatibility, which is a serious downside convering efficiency.

      Using the same amount of computing power, rasterizing hardware will _always_ look a ton better than any kind of raytracer.

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
  42. Make way ... by garphik · · Score: 1

    Enough of raster already it isn't good enough, make way for the Ray-traced games Age (still experimental though)

  43. Re: ai by mcvos · · Score: 1

    First, the goal of "AI" isn't always to be as smart as possible. Often, the goal is to make something believable and/or of the appropriate difficulty level.

    This depends a lot on the kind of game you're talking about. For FPS, you're right, but that's not nearly the most demanding kind of game for AI. So far, no company has been able to write a turn-based strategy game where the AI comes even close to being a challenge for a good player. There, the goal is still to make AI as strong as possible, and will remain so for quite some time to come.

    I can write "AI" that will kick your ass every time, even without cheating.

    But only in games that don't really revolve around intelligence and strategy in the first place.

  44. Unfair Comparison by rchoetzlein · · Score: 1

    Maybe this was mentioned this already, maybe not.

    I think these comparisons of DX10 with DX9 are misleading. DX10 builds on a completely new architecture, so comparing to existing games isn't really fair. Basically, the games that will really demonstrate DX10 don't exist yet. These are all new features that DX9 doesn't even support.

    Some examples:
    - Geometry processors (for displacement mapping, procedural modeling)
    - Render Arrays (to render 6-face shadow maps in one pass)
    - Volumetric Textures (for volume rendering apps)

    As mentioned, the games to take full advantage of DX10 don't exist yet.
    For example:
    - Shadows. A typical DX 9 game will implement geometry for "shadow volumes" on the CPU, then perform shadow shading using a fragment shader on the GPU. A DX 10 game could implement the entire process on the GPU much faster (not possible with DX9), leaving the CPU for better AI, etc. However, if you run a DX9 game on DX10 its not going to take advantage of that. i.e. its still going use the old method, just run through a DX10 card. So there will be a slight performance gain because of the new architecture and faster card, but you're not really taking advantage of what DX10 can do with the card.

    Games have to be written to take advantage of the new features. This has always been an issue with graphics programming. You write software solutions. You have to re-write it once it gets ported to hardware. Not sure if this will ever change (one can hope).

    Bottom line, putting old games through radically new cards is not a fair test. A real comparison would be to completely rewrite the same game in DX10.

    For more details look here: http://www.csee.umbc.edu/~olano/s2006c03/ch02.pdf

    PS. I code for both DX and OpenGL. In my experience, both do a pretty go job of keeping up with hardware. DX10 is a little ahead because the game industry has mostly adopted directx (theres some history to that story).

  45. Unfair Comparison by rchoetzlein · · Score: 1

    Maybe this was mentioned this already, maybe not.

    I think these comparisons of DX10 with DX9 are misleading. DX10 builds on a completely new architecture, so comparing to existing games isn't really fair. Basically, the games that will really demonstrate DX10 don't exist yet. These are all new features that DX9 doesn't even support.

    Some examples:

    - Geometry processors (for displacement mapping, procedural modeling)

    - Render Arrays (to render 6-face shadow maps in one pass)

    - Volumetric Textures (for volume rendering apps)

    As mentioned, the games to take full advantage of DX10 don't exist yet.

    For example:

    - Shadows. A typical DX 9 game will implement geometry for "shadow volumes" on the CPU, then perform shadow shading using a fragment shader on the GPU. A DX 10 game could implement the entire process on the GPU much faster (not possible with DX9), leaving the CPU for better AI, etc. However, if you run a DX9 game on DX10 its not going to take advantage of that. i.e. its still going use the old method, just run through a DX10 card. So there will be a slight performance gain because of the new architecture and faster card, but you're not really taking advantage of what DX10 can do with the card.

    Games have to be written to take advantage of the new features. This has always been an issue with graphics programming. You write software solutions. You have to re-write it once it gets ported to hardware. Not sure if this will ever change (one can hope).

    Bottom line, putting old games through radically new cards is not a fair test. A real comparison would be to completely rewrite the same game in DX10.

    For more details look here:
    http://www.csee.umbc.edu/~olano/s2006c03/ch02.pdf

    PS. I code for both DX and OpenGL. In my experience, both do a pretty go job of keeping up with hardware. DX10 is a little ahead because the game industry has mostly adopted directx (theres some history to that story).

  46. Re: ai by Anonymous Coward · · Score: 2, Informative

    If the AI was smart, you wouldn't need a mob. You would only need a few individuals.

    Just so you know, 'mob' is a term for an individual enemy in a game like that, which dates from text-based MUD days (which would explain why the person used the term, having explained that he writes AI for text-based adventures).

    Hopefully your misunderstanding is cleared up.

  47. Re: ai by SCHecklerX · · Score: 2, Interesting

    You are assuming that the mob would just sit there and wait for the player, like it usually does in pretty much every game. In reality, a "level" would not necessarily know that Gordon Freeman is on his way. Neither will they have the patience to sit in their assigned ambush places, waiting for him all day long. A better AI would actually "live" in the environment where it is placed, so that it would react to the player instead of waiting for him. It would also be fun to watch. In Half-Life I really enjoyed watching those occasional scenes where monsters are wondering around doing things; like when the bullsquids feed on the headcrabs. I wish there were more things like that, things worth watching.


    I like the beginning where, if you look through a window as your are going by in the hall, you see a scientist fighting two head crabs. He knocks a a filing cabinet over on one, killing it, and jumps up and down pointing at it in glee. The other one then proceeds to jump on his head. Classic!

    Stuff like that got more sparse as the game went on. It's as if they were running out of time to get the game out the door.
  48. Re: ai by Knara · · Score: 1

    You didn't play it far enough into the game, honestly. The fighting and patrolling becomes more obvious as you progress through the game.

  49. Re:DX9 looks better? or do the consumers vote? by FatherOfONe · · Score: 1

    More people eat McDonalds hamburgers than Ruth Chris New York strip steaks, but does that make McDonalds better?

    What people like this about the Wii:
    Cost - much like McDonalds hamburgers....
    Controller/Remote - Gets the "casual" gamers in because it doesn't look confusing.
    Mario/kids games.

    Nintendo has a hit on their hand no doubt, but by no means to people want crappy graphics and crummy AI. Those same people would LOVE most games with better graphics and better AI.

    I know I would LOVE the same Zelda/Mario at 1080P 60FPS with more creatures and better AI. That isn't a knock on Zelda (a great game for the Wii), but just the way most people play games.

    Now, to get back on topic. Isn't the real issue with DX10, that it only runs on Vista? Vista sales have been very poor by most accounts and thus developers are reluctant to adopt it as their primary API base?

    --
    The more I learn about science, the more my faith in God increases.
  50. Re:DX9 looks better? or do the consumers vote? by WillAffleckUW · · Score: 1

    True, it is that it's a Vista thing (designed to force you to use Vista if you want to play games) - and that is a major problem.

    But, as you said with the Wii, we know they will release a higher-graphics version in 2009 when HDTV becomes standard worldwide and they no longer have to support non-HDTV sets. This, coincidentally, is when HDTV 40" sets will retail for $300 USD.

    --
    -- Tigger warning: This post may contain tiggers! --
  51. lol by IntelliMoo · · Score: 1

    Since DX10 is specifically tied to Vista, we have not come far at all. LOL Though Valve has stated they have a way of accessing features of DX10 hardware using DX9 api. :)

  52. Unreal comes to mind by canadiangoose · · Score: 1

    I'm pretty sure Unreal Tournament 2003/4 uses SDL for input and OpenGL initialization, though I can't find any "official" information about it.

    --
    Never eat more than you can lift -- Miss Piggy
  53. Re: ai by griffman99h · · Score: 1

    "So far, no company has been able to write a turn-based strategy game where the AI comes even close to being a challenge for a good player." Last I checked Chess was still turn based, so IBM may have something to say on that. Not that they wrote chess. Or that this disproves your argument... why am I replying?

  54. Re: ai by Smauler · · Score: 1

    Have a look at Galactic Civilizations, I and II - Granted, on the higher levels the computer does cheat (production etc bonuses), but many people still cannot beat them on the non-cheating levels. I'm far from saying the AI is unbeatable, but it is pretty good. I personally can win on non-cheating levels most of the time, but I get my arse handed to me quite often too. I do have some very flawed strategies though, that I continue to use because I enjoy the game more. The most obvious of these is that I'm a builder, and I can't bear to see anything I've nurtured to a decent level lost, so I defend each and every colony fully. This is most definitely a poor strategy to use all the time, but I enjoy the game more using it.

    One other advantage people have over the computer is save/reload. It's become so ubiquitous it's almost an integral part of modern games. That's why save points on consoles are put just before dangerous fights.

  55. Re:DX9 looks better? or do the consumers vote? by Anonymous Coward · · Score: 0

    in 2009 when HDTV becomes standard worldwide Retarded.
  56. Re: ai by Anonymous Coward · · Score: 0

    would it really make sense for those mobs to learn from your new tactics?

    Few things: dead mobs don't learn from players' tactics. Only living mobs who can see how player operates can learn and to see correctly, every mob has to have field of view calculated and also if they can hear a disturbance. Not any stinking scripted fow or reactions but adaptive so that they only see if their head are turned that way and if it's not blocked with some leaf or something... and they can tell other mobs their experiences but only if they have radios or are near others and they have time to explain and they have to be able to speak, know basic vocabulary to explain anything..

    Nah, I don't buy your "it's doable but i won't because it would suck" reasons. You can't do it.

  57. Re: ai by mcvos · · Score: 1

    Have a look at Galactic Civilizations, I and II - Granted, on the higher levels the computer does cheat (production etc bonuses), but many people still cannot beat them on the non-cheating levels. I'm far from saying the AI is unbeatable, but it is pretty good. I personally can win on non-cheating levels most of the time, but I get my arse handed to me quite often too.

    I've played GalCiv I (not II, though), and while the AI was much better than anything I'd ever seen before, I don't think it was as good as a competent human player. The AI is great at economy, and it wasn't uncommon for me to miss the first couple Wonders/Trade Goods while struggling to catch up with the AI's lightning start, but eventually I would catch up and build all remaining wonders and trade goods.

    But I could win wars even against a much stronger opponent; they lack the real killer mentality that distinguished a good human player from a decent AI. I know how to pick my fights, how to raid, how to defend my transports, how to concentrate my force, when to withdraw, when to attack, etc. Because of the way invasions work, the biggest fleet of dreadnoughts is completely useless if you don't have any transports with you. I make sure I have the speed advantage, and whenever I'm fighting a bigger opponent, I simply resort to sniping at his transports and keep my ships out of his reach. He can surround a planet, but he can't take it. When I attack, I make sure I attack with a decisive strike force consisting of sufficient warships to kill all his defenses in the area, and enough transports to take the planet. I defend my transports, and when I lose them, I call off the attack (although I might resort to raids or attrition if I'm strong enough. I just know that taking a planet won't happen without transports).

    So while GalCiv is great, and has much better AI than anything else, it's still not smart enough. It's no walk over, but I still don't actually lose.