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AMD Says There Will Be No DirectX 12 — Ever

mikejuk writes "This is a strange story. AMD Vice President of Global Channel Sales Roy Taylor has said there will be no DirectX12 at any time in the future. In an interview with German magazine Heise.de, Taylor discussed the new trend for graphics card manufacturers to release top quality game bundles registered to the serial number of the card. One of the reasons for this, he said, is that the DirectX update cycle is no longer driving the market. 'There will be no DirectX 12. That's it.' (Google translation of German original.) Last January there was another hint that things weren't fine with DirectX when Microsoft sent an email to its MVPs saying, 'DirectX is no longer evolving as a technology.' That statement was quickly corrected, but without mentioning any prospect of DirectX 12. So, is this just another error or rumor? Can we dismiss something AMD is basing its future strategy on?"

305 comments

  1. no DirectX 12 by BigMike · · Score: 5, Funny

    ... it only goes to 11

    1. Re:no DirectX 12 by GregC63 · · Score: 5, Informative

      Obviously didn't get the "Spinal Tap" reference...

    2. Re:no DirectX 12 by AaronLS · · Score: 1

      It's one more prettier.

    3. Re:no DirectX 12 by Mister+Whirly · · Score: 1

      And of all the things you mentioned only Spinal Tap is still actually relevant. I mean it only basically launched VH1 and their whole "Behind the Music" series.

      If you don't believe me, dust off your VHS (I personally have it on Blu-Ray nowadays) and watch it again. It is still hilarious and one of the best fake "reality" show ever made. And still being referenced in this day and age. Just look at my sig for further proof of Spinal Tap's staying power...

      --
      "But this one goes to 11!"
    4. Re:no DirectX 12 by alexhs · · Score: 4, Funny

      ... it only goes to 11

      Obviously:

      DirectX10
      DirectX11
      DirectX11R2
      ...
      DirectX11R6
      DirectX11R6.1
      DirectX11R6.2
      ...

      --
      I have discovered a truly marvelous proof of killer sig, which this margin is too narrow to contain.
    5. Re:no DirectX 12 by Dahamma · · Score: 1

      And of all the things you mentioned only Spinal Tap is still actually relevant.

      Speak for yourself! I still like banana pudding.

    6. Re:no DirectX 12 by Soluzar · · Score: 1

      I see what you did there. :)

    7. Re:no DirectX 12 by hairyfeet · · Score: 1, Insightful

      Exactly, we saw the same thing with DirectX 9 which went from A-C and DirectX 10 and 10.1, MSFT just doesn't jump numbers like they did in the past, which you'd THINK everybody would be happy about? Isn't it the FOSS way to only change the version number for a major release, and do minor releases for bug fixes and minor features?

      Meh if MSFT doesn't fire Ballmer I figure they'll be dead in 5 anyway, they have been flip flopping all over the place, Win 8/RT is a flop, its been a trainwreck for the past couple of years. Personally I'm glad about DirectX, that means when I switch out my HD4850 for an HD7770 in a month or two it should last as long or longer than the HD4850, can't beat 3 years on a $60 card.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    8. Re:no DirectX 12 by Anonymous Coward · · Score: 0

      I think that is a Pentium reference.

    9. Re:no DirectX 12 by Anonymous Coward · · Score: 0

      Dude, that Spinal Tap reference is one of my favorite jokes in my entire existence. If this were Reddit, I'd definitely give you an upvote!

    10. Re:no DirectX 12 by Anonymous Coward · · Score: 0

      ... but then two teenagers would downvote you and reality would suck so yeah I think Reddit sucks until they get rid of downvotes.

    11. Re:no DirectX 12 by DoomSprinkles · · Score: 1

      Call it DirectX11R6.2.1 and you'll get the middle finger from Linus.

    12. Re:no DirectX 12 by loufoque · · Score: 2

      You didn't get the joke.
      X11 is the X window system.

    13. Re:no DirectX 12 by Anonymous Coward · · Score: 0

      Hmm, or did you miss the X Windows reference?

    14. Re:no DirectX 12 by Impy+the+Impiuos+Imp · · Score: 1

      Did you know Final Fantasy VII 3 is not the same thing as Final Fantasy X?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    15. Re:no DirectX 12 by hairyfeet · · Score: 1

      Well considering its an OS with less than 1% installed base and has been flatline for years? Yeah i'm betting most wouldn't get that. Why not just throw in a BeOS joke while you are at it? Be about as relevant when its an article on gaming.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    16. Re:no DirectX 12 by loufoque · · Score: 1

      Yet you're the only one who didn't get it.
      This is slashdot. You should expect that comments moderated funny contain a funny reference to some nerdy stuff.

    17. Re:no DirectX 12 by Stuarticus · · Score: 1

      Funny, I've read so many of your posts saying how well you know Linux when you are slagging it off.

      --
      If you think someone isn't free to have a different definition of "freedom" you may be a tyrant.
  2. We did it! by Anonymous Coward · · Score: 5, Funny

    We did it everyone! OpenGL won, good job everybody. Highest of fives all 'round.

    1. Re:We did it! by ArcadeMan · · Score: 4, Insightful

      Only Microsoft uses DirectX, everyone else on the planet uses OpenGL.

    2. Re:We did it! by GameboyRMH · · Score: 1

      Hell yeah!

      Seriously, this could be what it means. DirectX was the awful glue sticking gaming to Windows!

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    3. Re:We did it! by alen · · Score: 1, Insightful

      actually it did. more gamers use OpenGL today then Direct X
      OpenGL was crap in the 90's but Apple, nvidia and a few others did the work to make it a viable gaming API

      why spend money on your own API when someone will do the work for you?

    4. Re:We did it! by Dunge · · Score: 2, Funny

      You guys just follow a circlejerk and don't know what you are talking about. DirectX development is much easier and well done than OpenGL.

    5. Re:We did it! by MacGyver2210 · · Score: 4, Insightful

      Only Microsoft uses DirectX, everyone else on the planet uses OpenGL.

      Except, you know, most top-selling games and other 3D applications on the market which all use DirectX - even if some also use OpenGL.

      Even if the numbers don't keep ticking up, as long as it is the preferred graphics/multimedia API for Windows and XBox, it will stay relevant. Discounting it and saying the other common option 'won' is only demonstrating your lack of understanding and versatility as a developer.

      When it comes down to it, OGL and DX are about the same thing, just with different platform-specific options. At some point, both will inevitably cease to progress. Given MS's propensity to push toward tablet-style computing and discontinue functional, widely-loved software, I am not surprised they cut out of the race first.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    6. Re:We did it! by Anonymous Coward · · Score: 0

      > why spend money on your own API when someone will do the work for you?

      Lock-in? It's not like the first few version of direct X were better than the current version of opengl.

    7. Re:We did it! by MacGyver2210 · · Score: 5, Insightful

      more gamers use OpenGL today then Direct X

      [citation needed]

      Actually, if you're going to give credit to someone for OGL, Apple is about the LAST company you should be thanking. Other than the fact that OGL was the only graphics API that worked on Mac, Apple has done ZERO to help promote, regulate, or stabilize OpenGL in the market. They have not contributed useful code, or participated in the ARB in any meaningful way.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    8. Re:We did it! by phantomfive · · Score: 5, Informative

      OpenGL was crap in the 90's but Apple

      Uh, I remember OpenGL being fairly amazing in the 90s. I saw stuff on the O2s that no one else was doing. The 90s were when John Carmack made his famous rants about how much better OpenGL was than DirectX.

      You're probably thinking of the mid 2000s, when OpenGL lost its way and was kind of directionless.....

      --
      "First they came for the slanderers and i said nothing."
    9. Re:We did it! by Anonymous Coward · · Score: 0

      From a strictly a layman's point of view, I'm not a developer, it seems to me that's because DirectX is designed for just one platform. Where as OpenGL is usable on many different ones. I would assume this would introduce some significant complexity. On the other hand, if you're going to support more than just Windows, it would likely be easier to develop in OpenGL. With Steam now on Linux, the Steambox, and the PS4 being OpenGL based (or a variant there-of) it seems to me that OpenGL has many advantages.

    10. Re:We did it! by AaronLS · · Score: 3, Insightful

      I agree, most top games are primarily DirectX. Even if a game supports both, usually it will opt for DirectX if available.

      DirectX was kind of an after thought addition to Windows anyhow, when they shut out the low level access that was being used previously for game graphics. I suppose that is where the name "Direct" came from, to emphasize it was the replacement that gave them similar direct access.

      Hopefully this will shift things towards OpenGL and we can see more+better frameworks in more languages available for OpenGL.

      On the other hand, you hit on potentially another reason for the decline of DirectX, and possibly OpenGL: the "demise of the PC". I do NOT believe the PC will die off anytime soon, but I can't deny that there are alot of casual users that no longer have any desire to put themselves through dealing with a PC, especially if they sit in front of one all day at work. A declining user base will mean commercial efforts shifted elsewhere, which won't be a good thing for the rest of us PC users.

    11. Re:We did it! by Dunge · · Score: 5, Interesting

      Yes, it is multiplatform, but from a developers perspective, DirectX gives a nice SDK with documentation, samples, debugging tools, detailed error messages, and produce a clean code. OpenGL is like a "here is the header files, sort yourself out".

    12. Re:We did it! by geekoid · · Score: 1

      No, it isn't. I have no clue why you would think it is in any practical manner.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    13. Re:We did it! by Gr8Apes · · Score: 1

      Yep, John Carmack must not know what he's talking about.

      --
      The cesspool just got a check and balance.
    14. Re:We did it! by Anonymous Coward · · Score: 0

      Uh, I remember OpenGL being fairly amazing in the 90s....You're probably thinking of the mid 2000s

      that's exactly what i was thinking!
      (Posting anon because i modded you up.)

    15. Re:We did it! by JamesA · · Score: 1

      Didn't I hear this same rationalization about 5-10 years ago in regards to Internet Explorer?

    16. Re:We did it! by multi+io · · Score: 1

      why spend money on your own API when someone will do the work for you?

      If Microsoft thought like that, DirectX never would have happened in the first place.

    17. Re:We did it! by Anonymous Coward · · Score: 0

      MS split the PC market with the have/have not for directX 10/11 with Windows 7. You would have thought that OpenGL would have become popular because of that, but that have no happened.

      Given that most of the games are developed for consoles and port to Windows, that's what mainstream are and will be developing for.

      Guess what? Xbox uses directX. The new PS4 will have directX 11.1.

      http://www.geek.com/games/sony-iimprove-directx-11-for-the-ps4-blu-ray-1544364/

    18. Re:We did it! by Anonymous Coward · · Score: 0

      OpenGL went from superior in most areas, to absolute garbage, to only recently really being viable again. The OpenGL group would probably sent a record in incompetence during the early 21st century.

    19. Re:We did it! by Anonymous Coward · · Score: 0

      You guys just follow a circlejerk and don't know what you are talking about. DirectX development is much easier and well done than OpenGL.

      It would be even easier to just trash your computer and drink all day... but not very productive. The DirectX/OpenGL "debate" is remarkably similar; it is notable that no implementation of DirectX is cross-platform or open source so if you really want to cripple your apps in exchange for dubious relative simplicity by building for one platform, then DirectX is a 'good' choice. If however you wish to build for multiple platforms including open source operating systems for which you can customize and experiment with new hardware by supporting it right down to the kernel, OpenGL is the API to use. Windows may still have the market share because businesses are dumb, but I and my tech-sector friends only keep a Windows installation around for those annoying profit-crazed 'blockbuster' games that are only built for Windows for no good reason. With XP's end of life approaching and 8's failure in all possible things, I predict MS will fall within the next twenty or so years (not just in market share, off the face of the earth-- I'll push their HQ myself if I have to)

    20. Re:We did it! by Anonymous Coward · · Score: 1, Interesting

      Do you even write code?!
      I'm a software developer with a general interest in visualization. That is, I like making visualization software. Software that helps me visualize large/complex datasets. I find it empowering and overall enjoyable.
      My first foray into developing visualization tools was roughly ten years ago at NASA Goddard, where as part of an internship I was able to play with a solid-state range imager (a commercially available unit, the SwissRanger2 from CSEM).
      Think of this device as a 3D USB camera. You get a low (by today's standards) resolution video feed at 30fps. The primary difference is that the three channels are not RGB.
      Now, how do you know if your 3D camera is working right? How do you know if your projection and filtering algorithms are having the desired effect? Well, the easy way is to develop some sort of visualization software. Since the dataset is inherently three-dimensional, a 3D visualization would make sense. And that's what I got to developing.
      Of course, I had absolutely no experience in writing 3D graphics code. Being mathematically inclined, I briefly considered writing my own rendering engine. But that would be idiocy; I might as well write my own libc. So my choices were DirectX or OpenGL (yes, there actually was a Windows system available to me). Naturally, I chose DirectX, since that's what everyone used for everything! OpenGL was only used in shitty linux games, as far as I knew.
      That lasted for about a day or two.
      I quickly grew confused and frustrated by the counter-intuitive API and hoped that OpenGL was less painful. And indeed! Raw OpenGL might hurt a bit, but there's countless higher-level libraries available that make dealing with OpenGL a breeze. Not so with DirectX.
      The amount of time I had spent staring at DirectX documentation was the same amount of time I needed to completely implement my visualization solution in OpenGL. It was exactly what I needed.
      Now, I'm not naive enough to think that OpenGL is for everyone, and that my needs were just like everyone else's. However, I can say from personal experience: the OpenGL learning curve is much more reasonable than the DirectX one.
      I'm sure things have changed over the last decade. It's possible that the advent of programmable shaders, etc., has impacted both libraries differently. That being said, earlier this year I went with OpenGL again for another visualization project. The higher-level libraries that handle the OpenGL ugliness for you have changed, but it's all still very accessible to a novice.

    21. Re:We did it! by Anonymous Coward · · Score: 4, Informative

      OpenGL developers said OpenGL is not meant for games, but professional rendering and there is no plan to add multi-threaded rendering to OpenGL as it is mostly useful just for increasing FPS in games.

      A few CPU bound DirectX games had about 98.6% scaling with multi-threading. The reason for the CPU bound performance is mostly the number of objects being rendered. Any time you have lots of objects, you need lots of system calls and general computation.

      OpenGL is pretty much a dead-end for video-games, unless they add threading.

      Before someone says "but OpenGL supports mutil-threading". No it doesn't. It supports multi-threaded worker threads for the drivers, but it does not support multiple threads communicating to the same context. DX11 does and it makes a huge difference.

      I know AMD announced a while back that they were working on a cross-platform driver interface that used command-buffers like DX11 to drastically reduce context switching, while scaling nearly linearly with cores. They were going to have this for Linux first, but I'm not holding my breath for AMD to finish anything for Linux as they keep cutting employees and scrapping projects.

      I am sick of being thread bound for games. 25% cpu load, sub-60fps, and my GPU at 5% load. Really.. wtf? Use the other 75% of my cpu.

    22. Re:We did it! by suutar · · Score: 2

      true, but now that there's a solid OpenGL to DirectX adapter (there was something on /. about that in the past week or two) it seems like OpenGL would become preferable, as the "write once, run more places" factor comes in. (Substitute "wishful thinking" for "factor" if you wish :)

    23. Re:We did it! by Anonymous Coward · · Score: 0

      http://www.bit-tech.net/news/gaming/2011/03/11/carmack-directx-better-opengl/

      Well you decide.

    24. Re:We did it! by MightyYar · · Score: 4, Informative

      No. The great Wiki says:
      "A group of seven companies began the development of USB in 1994: Compaq, DEC, IBM, Intel, Microsoft, NEC and Nortel. "

      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
    25. Re:We did it! by multi+io · · Score: 0, Troll

      [citation needed]

      Actually, if you're going to give credit to someone for OGL, Apple is about the LAST company you should be thanking. Other than the fact that OGL was the only graphics API that worked on Mac, Apple has done ZERO to help promote, regulate, or stabilize OpenGL in the market. They have not contributed useful code, or participated in the ARB in any meaningful way.

      They provided it with several hundred million new potential users, by building and selling the most successful (by number of users) platform in history[1] that uses OpenGL as a primary API, thus creating a huge incentive for developers to write OpenGL-based software. I think this does deserve credit.

      [1] at least it was at the time; has since been overtaken by Android (which probably wouldn't have enjoyed the same success against WinMobile it it hadn't had iOS to copy from)

    26. Re:We did it! by ceoyoyo · · Score: 2, Informative

      You should qualify that. PC games. If you bin a little bit and say the XBox uses Direct3D while the Playstation and Wii use OpenGL, most of the modern best selling games use OpenGL. Note that all the smartphone and tablet games are also OpenGL: http://en.wikipedia.org/wiki/List_of_best-selling_video_games.

      Since Microsoft is trying to focus on the table/smartphone market, which is pretty much exclusively OpenGL, you're right, it's not that surprising they're bailing on DirectX.

    27. Re:We did it! by TheRealMindChild · · Score: 3, Informative

      No it doesn't. It supports multi-threaded worker threads for the drivers, but it does not support multiple threads communicating to the same context

      Nonsense. Unless you change the context of the process in some other thread via wglMakeCurrent/aglSetCurrentContext/glXMakeCurrent, the context is the same in every thread.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    28. Re:We did it! by Paul+Jakma · · Score: 3, Informative

      No, Apple developed IEEE 1394. Apple were quite resistant to USB initially.

      --
      I use Friend/Foe + mod-point modifiers as a karma/reputation system.
    29. Re:We did it! by ceoyoyo · · Score: 3, Informative

      You're mixing up the API and the SDK. Microsoft makes nice DirectX development tools. There are also nice OpenGL development tools. The difference is that DirectX ONLY works on Microsoft platforms so Microsoft is pretty much the only one that makes development tools for it. OpenGL works on everything else so there are lots of manufacturers who make tools.

    30. Re:We did it! by Anonymous Coward · · Score: 0

      This is about the third "-1, Delusional" post I've seen on this story.

    31. Re:We did it! by VirtualVirtuality · · Score: 5, Interesting

      When it comes to games, certainly, but not so when it comes to 3d applications, atleast not 3d content creation applications where OpenGL is king and directx is seldom used. Maya, XSI, Modo, Houdini, Lightwave, Mudbox, Blender, and more only support OpenGL, the only ones I can think of which supports DirectX are Autocad (directx only), 3ds Max (directx, opengl) and 3d Coat (directx, opengl).

    32. Re:We did it! by vux984 · · Score: 2

      Apple had absolutely nothing to do with it...other than being the first major computer manufacturer to standardize on it and make it viable for peripheral makers to start building for thereby overcoming the chicken/egg problem fairly efficiently.

      Not even close. Apple ditched ADB to standardize on USB for keyboards and mice, and that's about it. ADB was a crappy apple-only thing that nobody missed.

      It did maybe potentially slightly encourage PC makers to eventually drop PS/2 ports for keyboards and mice but that's about it.

      USB was widely available on PCs before apple standardized on it with the first imacs. USB PC peripherals were widely available for it -- cameras, pre-ipod mp3 players, scanners, printers, etc.

      PCs were just late to the USB party with keyboards and mice because Windows 95 didn't support USB out of the box until "Win95 service release 2" and you often had to install chipset drivers. So while you could use a USB keyboard and mouse with Windows 95 "eventually", you couldn't reliably setup windows 95 with a usb keyboard and mouse. Not to mention that if you went into BIOS the usb keyboard likely didn't work.

      So it took a lot longer to dump the PS/2 slots and switch over to USB entirely.

      But -other- then keyboards and mice, USB was widely available on PCs well before Apple committed to it.

    33. Re:We did it! by UnknownSoldier · · Score: 5, Informative

      > while the Playstation and Wii use OpenGL

      FULL STOP. Why do people keep perpetrating these lies??

      I _wrote_ an OpenGL implementation for the Wii on TOP of the Wii's GX library a few years back. The Wii's GX graphics library was definitely _inspired_ by OpenGL, but it is NOT OpenGL.

      We also had a PS2 version of our in-house mini OpenGL which was a WRAPPER for setting the GS registers. (The "GPU" on the PS2 was called "GS" aka Graphics Synthesizer.)

      While the PS3 provides _2_ graphics libraries, LibGCM and PSGL, I am not aware of any _shipped_ games using PSGL.

      Facts. Try checking them.

      --
      The truth worth of a community is not only what you receive from it, but you can also give to it.

    34. Re:We did it! by Mister+Whirly · · Score: 1

      PS4 is using DirectX.

      --
      "But this one goes to 11!"
    35. Re:We did it! by UnknownSoldier · · Score: 1

      > more gamers use OpenGL today then Direct X
      > [citation needed]

      You do realize the embedded space (iPhone, Android, STBs) using OpenGL ES 1.x 2.x is larger then the PC DirectX space, right?

    36. Re:We did it! by UnknowingFool · · Score: 2, Informative

      No Apple was not. They went to it on the iMac without any resistance. Now for the iPod, they were resistant to USB 1.1 which at a max rate of 12Mbs was pathetic compared to 400Mbs sustained throughput of FireWire. When USB 2.0 was widespread, then they switched to it.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    37. Re:We did it! by UnknownSoldier · · Score: 1

      > But that would be idiocy; I might as well write my own libc.

      As a graphics guy that actually is quite reasonable.

      Far too many programmers don't have a clue about how to write: atoi() and its dual itoa().

      Only the fanboi's still argue over which API is better. The rest of us just get on with the job having too much fun playing with Shaders. ;-)

    38. Re:We did it! by VortexCortex · · Score: 2, Interesting

      > why spend money on your own API when someone will do the work for you?

      Lock-in? It's not like the first few version of direct X were better than the current version of opengl.

      OpenGL existed before DirectX. So, it's not like DirectX was ever actually needed anyway, other than for Vendor Lock-in.

    39. Re:We did it! by Kjella · · Score: 3, Insightful

      more gamers use OpenGL today then Direct X

      [citation needed]

      Well if you're counting things like playing Angry Birds on iOS/Android, then almost certainly yes. Perhaps not in complexity or number of hardcore gamers, but in screen time I think yes. There's not a whole lot of games that are PC/Xbox exclusives anymore, and if you're doing any other platform you're probably doing OpenGL. It's probably only a matter of time before game makers tell Microsoft they'd rather code to one graphics system rather than two, and that one won't be DirectX. The world has changed drastically over the last 5 years in this respect, people game on smart phones and tablets not just consoles and PCs anymore.

      --
      Live today, because you never know what tomorrow brings
    40. Re:We did it! by flayzernax · · Score: 1

      So to simplify and summarize what said and what the article is saying:

      DirectX is no longer a good investment and we won't be seeing any further development on it from Microsoft (except maybe a few patches to whats already around). No one is picking it up or buying it from Microsoft.

      Anyway AFAIK most games barely use what the graphics API's are giving them, the problems are in the engines and art, and hardware being limited. The rendering is more advanced then what can run it by leaps and bounds, and its about as optimized as it gets. So until we see a whole new set of hardware optimized around different rendering technology the API calls are pretty much stagnating because they don't need to be adapted for any more "input".

      We see the division of sound, networking, and physics out of the DirectX API as well. I don't think many of the newer console games are relying that heavily on the networking code "netplay" thats in there. Server heavy games like WoW definitely run mostly custom network code.

    41. Re:We did it! by tlhIngan · · Score: 1, Troll

      Not even close. Apple ditched ADB to standardize on USB for keyboards and mice, and that's about it. ADB was a crappy apple-only thing that nobody missed.

      It did maybe potentially slightly encourage PC makers to eventually drop PS/2 ports for keyboards and mice but that's about it.

      USB was widely available on PCs before apple standardized on it with the first imacs. USB PC peripherals were widely available for it -- cameras, pre-ipod mp3 players, scanners, printers, etc.

      PCs were just late to the USB party with keyboards and mice because Windows 95 didn't support USB out of the box until "Win95 service release 2" and you often had to install chipset drivers. So while you could use a USB keyboard and mouse with Windows 95 "eventually", you couldn't reliably setup windows 95 with a usb keyboard and mouse. Not to mention that if you went into BIOS the usb keyboard likely didn't work.

      So it took a lot longer to dump the PS/2 slots and switch over to USB entirely.

      But -other- then keyboards and mice, USB was widely available on PCs well before Apple committed to it.

      Actually, ADB, despite being the APPLE desktop bus, was used in quite a number of places. Like in many UNIX workstations (Suns, HPs, and such). There were also some strange things that hooked to it as well.

      As for USB - yes it was widely available on PCs. But almost no one used them - USB peripherals were horrendously expensive. I remember seeing a generic PS/2 keyboard for $20. Its USB equivalent, still equally crappy, was $50. Likewise, most other USB peripherals were similarly overpriced compared to the legacy version.

      Heck, if you wanted to hate on Apple, you'd hate on them for going completely USB - because USB cost more, plain and simple, and there was very little USB stuff out there - keyboards, mice (try finding a replacement then for the freaking puck...) and USB floppy drives.

      Heck, a lot of pre-iPod players used parallel ports and serial ports to transfer data alongside USB. Of course, at USB 1.1 speeds, it took a little while.

      Oh, and Win95 OSR2 came out in 1996 with USB support in 1997. Win98 had USB HID support built in (but mass storage required drivers). The original iMac came out in 1998. Probably around the same time as Win98. It's considered that the iMac sparked the whole USB revolution where everyone post-iMac started making all sorts of USB things, rather than let it languish as an underused port suitable only for joysticks and keyboards/mice.

      Windows did not get full USB as we know it today until Windows 2000/Windows ME, It was actually Microsoft holding back USB support (I think even Microsoft was putting effort into support IEEE1394/FireWire).

    42. Re:We did it! by Anonymous Coward · · Score: 0

      A lot of stuff changes in a year. Like the release of Win 8

    43. Re:We did it! by Anonymous Coward · · Score: 0

      > You do realize the embedded space (iPhone, Android, STBs) using OpenGL ES 1.x 2.x is larger then the PC DirectX space, right?

      I don't count crappy 2D scrollers and pinball knockoffs.

      3D games, i.e., what DirectX and OpenGL were really made for. Just counting Xbox+Xbox360 games will probably be enough to top all of the OpenGL space... then add in 90% of the PC market and it's not even close.

      source: I build games for a living at a major studio.

    44. Re:We did it! by Anonymous Coward · · Score: 0

      Really depends on the version. Modern DirectX 10/11 is very elegant. Especially compared to the legacy junk that OpenGL only recently removed.

    45. Re:We did it! by jafac · · Score: 3, Funny

      naw. DirectX is TOTALLY cross-platform man! It works on Windows XP, it works on Windows Vista, It works on Windows 7, it works on Windows 8, it works on X-Box, X-Box 360 - and it's gonna be the premier platform for the greatest games coming out on the hottest new platform, the X-Box 720. You guys just don't know what you're talking about and if your'e not developing in DirectX (TM), you're really missing the boat, and I feel sorry for you, because you're going to be left behind in the great new future that's ahead of us all in the world of Microsoft(TM) 3D(TM) Game(TM) Programming(TM). I am not even joking(TM).

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    46. Re:We did it! by Dahamma · · Score: 4, Informative

      That article is wrong - they misinterpreted Sony's comments that the PS4 GPU would have a "DirectX 11.1+ feature set." NOT that it would actually use the DirectX API. (not to mention calling DirectX the "industry standard"... huh??)

    47. Re:We did it! by Anonymous Coward · · Score: 0

      What? You're comparing the entire DirectX SDK with OpenGL minus documentation, samples and debugging tools and conclude that OpenGL is somehow missing all of those?

    48. Re:We did it! by Anonymous Coward · · Score: 0

      Wow.. someone's had quite the cool-aid diet!

      I mean, you're not completely wrong or anything.. but gee, talk about myopic.

    49. Re:We did it! by Bengie · · Score: 5, Informative

      But only one thread may use the context at a time. Multiple threads may use the same context, but not at the same time. DX11 gets around this by having separate command queues for each additional thread, but only one primary context.

      Each thread can write to its own queue without blocking, which OpenGL can not do.

    50. Re:We did it! by hairyfeet · · Score: 2

      Actually I've found it to be the opposite, its NOT people are not dealing with a PC, its that they are up to their asses in PCs and they just are insanely overpowered. I mean when your average Best Buy $300 special is a triple core desktop or dual core laptop, how many average Joes are gonna need more?

      Which is why I find it kinda shitty that Worst Buy has been palming off AMD E-series laptops and desktops, this is NOT a chip that should be bought for anything but a netbook or a low power roles like a desktop downloader/file server, yet they are palming these off as "dual core laptops" and a lot of folks that don't know any better are getting burnt. For those that don't know the AMD E-Series is just a Bobcat dual core, barely better than an Atom CPU wise and while it does have a better GPU sticking this in a 15 inch laptop with DVD burner? NOT gonna be a nice experience once they get it home and try putting a little software on it, and what's worse is they are coming with Win 8 which is just a boat anchor on a weak chip like that, it makes the old Celery laptops they used to sell look good.

      But as far as OpenGL...I have a feeling either the console makers or maybe Google will just fork the damned thing, lets face it that is kinda what OpenGL ES is anyway, cutting some of the cruft, so I could see them making an "OpenGL Gamer" and just leaving the original to the CAD guys.

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    51. Re:We did it! by Anonymous Coward · · Score: 0

      OpenGL developers said OpenGL is not meant for games, but professional rendering and there is no plan to add multi-threaded rendering to OpenGL as it is mostly useful just for increasing FPS in games.

      Okay, I know this is probably a stupid question, but I am not a gamer. Can someone please explain why it is so important to have frame rates that exceed the refresh rate of the monitor?

    52. Re:We did it! by Anonymous Coward · · Score: 0

      Where did he say that?

    53. Re:We did it! by Anonymous Coward · · Score: 0

      Should have stuck with chipping stone, the move to bronze was just to much for our small genetically engineered by lizard alien ape brains.

    54. Re:We did it! by Anonymous Coward · · Score: 1

      You are correct. After actively resisting and refusing to implement USB for 3 years, Apple finally decided to add it to the iMac without any resistance.

      Similarly: After actively resisting and refusing to implement USB3 for 3 years, Apple finally decided to add it to the Macbook Pro without any resistance.

    55. Re:We did it! by Anonymous Coward · · Score: 0

      No it isn't. The current context is per-thread state. Initially, each thread has no current context. When you create a context and make it current, it becomes current for the calling thread only. If you create a new thread, it will have no current context. And if you try to explicitly set the current context to a context which is current in some other thread, the call will fail.
      Having a single context current in multiple threads would be pointless given the statefulness of the OpenGL API.
      Note that you can have multiple contexts which share the same window, so you can split a rendering task across multiple threads. However, the relative ordering of drawing operations would be undefined and (possibly more significantly) there isn't a lot of point, as a single thread is more than capable of maxing out the GPU.

    56. Re:We did it! by Dunge · · Score: 1

      OpenGL was easier 10 years ago. But compare DirectX10/11 to OpenGL now and come back to me. "Do you even write code?". Yes, I write recent, decent code. I'm not stuck in the past.

    57. Re:We did it! by Assmasher · · Score: 1

      I had one of the first O2s in Silicon Valley and the thing was crap, always was. You might be remembering the Octane. But as for OpenGL being crap in the 90's - that's crazy talk.

      I remember a 24 proc 6 pipe IR2 at NASA's Ames Research Center that was UNGODLY AWESOME... Hell, I had a base model IR2 in my office in 1996 just before they were being released and I slept in my office more often that summer just to be near it.

      Too bad Irix is the worst operating system in history (I never used Windows ME but I can't imagine something crashing more than Irix...)

      --
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    58. Re:We did it! by Dunge · · Score: 1

      Yes?

    59. Re:We did it! by Dunge · · Score: 1

      At last someone with common sense.

    60. Re:We did it! by Dunge · · Score: 3, Insightful

      It was never about that. Professional rendering application sometimes render very complex scenes and will get under the refresh rate of the monitor even with top of the line hardware. To answer you question, it's useless to have more frames than your refresh rate. Some may think the internal game action is more fluid (mostly because of CS1.6) but today's game physic simulation is fixed and not tied to the rendering engine anyway.

    61. Re:We did it! by dsyu · · Score: 2

      Thank you good sir. I don't understand why people keep thinking GCN/PS2/etc used OpenGL.

    62. Re:We did it! by kermidge · · Score: 1

      http://en.wikipedia.org/wiki/List_of_OpenGL_programs

      the first section lists games using OpenGL. If it's only a handful, then it's for a hand with many, many, many fingers.

    63. Re:We did it! by Anonymous Coward · · Score: 0

      When will people learn to look it up. OpenGL have said they are not targeting the High end gaming.
      Without True, mutil-threading with same context, It will be unable to use the CPU fully. You will get less FPS on OpenGL vs. DirectX.
      They said they will NEVER support it.
      If it does not help make movies, or use Photoshop, they don't care about it.
      The down side is that use of DirectX has lead to people making games that "render everything". We don't really need our cards rendering sand 2,000+ feet away, but a good card and DirectX lets you be lazy in making games.

    64. Re:We did it! by Anonymous Coward · · Score: 0

      Only Microsoft uses DirectX, everyone else on the planet uses OpenGL.

      Except, you know, most top-selling games and other 3D applications on the market which all use DirectX - even if some also use OpenGL.

      Even if the numbers don't keep ticking up, as long as it is the preferred graphics/multimedia API for Windows and XBox, it will stay relevant. Discounting it and saying the other common option 'won' is only demonstrating your lack of understanding and versatility as a developer.

      When it comes down to it, OGL and DX are about the same thing, just with different platform-specific options. At some point, both will inevitably cease to progress. Given MS's propensity to push toward tablet-style computing and discontinue functional, widely-loved software, I am not surprised they cut out of the race first.

      For many years, most top-selling games and other 3D apps have continued to use DirectX 9.0c. Not 10, not 11.

    65. Re:We did it! by Anonymous Coward · · Score: 0

      Actually, if you're going to give credit to someone for OGL, Apple is about the LAST company you should be thanking.

      These are the companies you should be thanking. Oh look at that there's Apple. Apple sits on the board of directors that determines the direction OpenGL takes. So Apple is no where near the last company you should thank.

    66. Re:We did it! by romiz · · Score: 1

      But OpenGL is even more relevant on all non-PC devices. Whether it's done by software rendering in the old J2ME games, or now by hardware-acceleration on iOS and Android, the common point for all new platforms has been OpenGL ES. It will continue to see evolution and improvement, and nothing will prevent these improvements from going back to the PC. Notably because there is no hard distinction left between a Linux PC and an Android device nowadays.

    67. Re:We did it! by Anonymous Coward · · Score: 0

      Many games use a technique where one thread uploads textures and other buffer-objects that are 'close' to the viewer and another thread renders (not using the new objects until they have finished uploading). This is accomplished with shared contexts, one per thread.

    68. Re:We did it! by Anonymous Coward · · Score: 0

      > PC makers to eventually drop PS/2 ports for keyboards and mice

      Huh? The last mainboard I bought 2 years ago still had PS/2 ports, so I don't think anyone dropped them?
      Or do you mean the plugs on the devices? I admit it's been a long time since I saw one of those adapters.
      However I am still waiting for wireless device to use a proper standard like Bluetooth.
      I managed to find exactly one single full-size keyboard using Bluetooth, and it was only on sale in Germany with German layout...
      Is there really nobody who'd like to be able to use one keyboard for iPads, Android devices, Mac, laptop and PC?
      Buying a separate keyboard for each device seems just idiotic.

    69. Re:We did it! by Anonymous Coward · · Score: 0

      I want to love OpenGL, but it still has too many problems which Microsoft got rid of around DirectX 5/6. How long did it take OpenGL to overcome windowed versus full screen issues.

      Then there is the whole modular driver issue, especially on the various Linux distributions. Oddly enough, it seems the best platforms to use OpenGL on are Windows XP and 7 as far as driver compatibility and rendering faithfulness and fidelity.

    70. Re:We did it! by Bert64 · · Score: 1

      At the time Apple implemented it on the iMac, hardly anyone else implemented usb either or if they did, they never used it and there were hardly any usb peripherals available.

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    71. Re:We did it! by gmueckl · · Score: 2

      Cut that crap. Look at the list of Khronos Group member and tell me again that there is no interest in gaming with OpenGL!

      And about multithreaded rendering: OpenGL absolutely *does* support it. It's just a model that's slightly different from DirectX.

      Get a clue.

      --
      http://www.moonlight3d.eu/
    72. Re:We did it! by Pino+Grigio · · Score: 2

      This isn't quite correct. The fundamental level of concurrency for a graphics card is the warp, or pixel group. Submission of work to the card is serialised in the driver regardless of whether you're using DX or GL. D3D allows you to batch these submissions in a multi-threaded way of course, but having threads submitting to a queue still implies locking. It's just that the locking occurs in the driver.

    73. Re:We did it! by Pino+Grigio · · Score: 1

      This is where DX wins over OpenGL, yes. It's just easier to use and better supported.

    74. Re:We did it! by GigaplexNZ · · Score: 1

      However I am still waiting for wireless device to use a proper standard like Bluetooth. I managed to find exactly one single full-size keyboard using Bluetooth, and it was only on sale in Germany with German layout...

      Bluetooth used to be very popular for HID devices. The keyboard I'm typing on now is Bluetooth (Logitech diNovo Edge). The original diNovo Media Desktop was also very impressive for those wanting a number pad. Logitech has since moved away from Bluetooth and towards their unified custom wireless dongles allegedly due to better performance and battery life, much to my distaste.

    75. Re:We did it! by GigaplexNZ · · Score: 2

      Yes, it is multiplatform, but from a developers perspective, DirectX gives a nice SDK with documentation, samples, debugging tools, detailed error messages, and produce a clean code. OpenGL is like a "here is the header files, sort yourself out".

      I'm a developer, I've written code that uses DirectX, and to a lesser extent I've dabbled with OpenGL. I would never call any code based on a COM API "clean" - ever. Heck, most of the DirectX samples provided by Microsoft that I've seen still use goto statements!

    76. Re:We did it! by Ironhandx · · Score: 1

      Um... I use my AMD E-Series laptop for quite a bit of gaming.

      I have no idea what you're talking about for poor performance >_>.

    77. Re:We did it! by UnknowingFool · · Score: 1

      What are you smoking? The first iMac had no legacy ADB ports. It used either FirewWire or USB. Please put down the pipe.

      --
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    78. Re:We did it! by LordVader717 · · Score: 1

      It's considered that the iMac sparked the whole USB revolution...

      "Is considered" is just a way of pushing a narrative with no real evidence or reason. When you look at the facts you see that USB was a standard designed by PC manufacturers and had been used for years before the iMac came out. Yes, it wasn't really popular until USB 1.1, but even here PC makers had been pushing it on their models so that even before the iMac came out practically every new PC had USB ports, supported in Windows 98, thus solving the chicken-and-egg problem (the same way they done it for all subsequent USB revisions).

      Here's the thing: back in 1998 there was little to no reason to use USB devices. As you pointed out USB Mice/Keyboards were more expensive and unnecessary. Flash drives hadn't been invented and almost every PCs had internal floppy drives. Printing was *slower* over USB than over parallel. Modems made sense, but by then the market had started to move towards internal or Ethernet modems anyway.
      My first USB device was an Altec lansing 2.1 speaker system which for some obscure reason had a USB connection and I couldn't figure out why.
      When USB did catch on it was for stuff where it actually made a lot of sense: Joysticks and Scanners initially. Then when SD card readers, webcams and thumb drives came out they used USB. I think it's quite disingenuous to claim that this was all thanks to the fact that Apple made it's customers buy USB mice and floppy drives. The former didn't become popular amongst PC users until many years later and the latter was never popular.

    79. Re:We did it! by LordVader717 · · Score: 1

      Same with USB I suppose. Apple had absolutely nothing to do with it...other than being the first major computer manufacturer to standardize on it and make it viable for peripheral makers to start building for thereby overcoming the chicken/egg problem fairly efficiently. Same with OpenGL, they've done nothing!

      Well, if you want to credit anyone for solving the chicken-and-egg problem you'd have to credit the likes of Dell and Compaq who still had to included legacy ports. Apple left these out and on top of that got to charge for an overpriced mouse.

    80. Re:We did it! by Maxoverdrive · · Score: 1

      The point is that frame rendering is not even across all frames, larger scenes will bottom out your fps and go below the refresh rate. And when that happens and you have vsync on, you go down to half fps, which is really bad.

    81. Re:We did it! by Anonymous Coward · · Score: 0

      the amd c60 and e-350 are slow on win7. i have tried.
      they run much better on win8. i'm considering getting a win8 license to revive
      this "door stoper".
      dunno why, but maybe? the win8 system is actually using the so called
      APU for more then just graphics.
      if you wan to use the e-350, c60 thinggies it's only useable on win8.
      more to come. the directX thinggy is gonna be part of the OS and if you want / get
      a new OS you will get "the new graphics possibilities" with it. no more separate
      free directX run-time downloads : )

    82. Re:We did it! by hicksw · · Score: 1

      For large values of 'only'.

    83. Re:We did it! by ceoyoyo · · Score: 1

      I guess you can write better than you can read. I was very careful to qualify the consoles. Too subtle for you?

    84. Re:We did it! by hairyfeet · · Score: 1

      IF you know what you are doing and IF you tune the system to the chip? Hell yeah they can be nice, I have an E350 netbook with Win 7 and thanks to tweaking the shit out of it (if you haven't tried "Brazos Tweaker" look it up) both hardware and software wise? yeah I can play games like Torchlight II on mine as well.

      But obviously you have NEVER had to deal with a "Worst Buy Special" because words like "tuned" and "optimized" simply aren't in their vocabulary. First you NEVER get a disc, only a "restore partition" that is as loaded down with crapware as the initial install, they'll have so much shit running in the background an A-series quad would struggle, you get the slowest hard drive and memory they can find, and when it comes to APUs they don't set up a damned thing, nothing is using the APU.

      So don't get me wrong, I like the AMD Bobcats, I really do, hell if often replace old P4 boards with Bobcats as it'll boost the system performance while saving a shitload of power, but giving Worst Buy these chips just ruins the experience, its like handing them Celery laptops in that by the time they are done piling shit on them its gonna run like shit.

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    85. Re:We did it! by Paul+Jakma · · Score: 1

      That's not at all my memory. Intel were including USB on motherboards, and so the ports were very prevalent. You're right there few peripherals initially, because Windows didn't support USB until Windows 95 OSR2 (late 96), and not usefully so until OSR2.1 (late 97). Apple were pushing their Firewire instead. USB featured famously in Bill Gates' launch demo of Windows 98 in April '98, when it BSODed when a USB peripheral was live-plugged in. However, USB support in '98 was otherwise pretty good.

      That Apple changed course relatively quickly, and accepted USB had achieved market acceptance in a way that Firewire would not, does not change the fact that Apple before that were pushing Firewire to fill the same needs as, and *rather than*, USB, and that Apple hardware did NOT feature USB until *LONG* (2+) years after it was implemented by default on PC boards.

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    86. Re:We did it! by Ironhandx · · Score: 1

      For anyone thats actually reading this on slashdot, step #1 after buying any new laptop is 1) Format the HDD. Potentially followed by 2)Replace with SSD and 3) Install OS of choice.

    87. Re:We did it! by tibman · · Score: 2

      If you want two separate threads to draw to the same window then you are doing it wrong. I think you do not understand what is going on in your game. If your 25% cpu load is because you have four cores and only one is being used that means there are zero dedicated rendering threads. The ai, game logic, content loading, physics, networking, user input, and rendering are all taking place within the same thread. That is not an openGL problem. They likely designed the game to render frames synchronized with the game state. Rendering at 200 FPS when the game is only changing 40 times a second is a worthless. I do share you dislike of being thread bound though. Let the ai pathfinding algo have an entire core for all i care. I bought it, so let's use it, lol.

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    88. Re:We did it! by Bert64 · · Score: 1

      USB was not a competitor to firewire at the time, it served an entirely different purpose... USB was great for input devices, while firewire was good for larger data transfers.

      And while many motherboards at the time had usb support, many people had no idea what it was or as was often the case the usb headers on the motherboard were not even wired to usable ports on a backplate (i had several such boards).

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    89. Re:We did it! by hairyfeet · · Score: 1

      Except you CAN'T DO THAT on a Worst Buy Special because they don't have a fucking license sticker! I shit you not, no sticker! It ONLY has a restore partition, I even tried copying the key using one of those key grabbers and using a normal disc? Won't fucking work.

      So I have to tell anybody that brings in a Worst Buy they either have to 1.- spend hours on the phone with MSFT and hope they will give them a working key, 2.- Buy an OEM copy of Win 7 (because if you have to buy the disc fuck Win 8) or 3.- Put up with their shitty shit.

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    90. Re:We did it! by rioki · · Score: 1

      Yes openGL can only use one thread, but that is no big deal, since your properly implemented application will wait on the graphic card to finish processing a frame/frame buffer. Yes graphic cards are can process many things in parallel, but it is way more efficient cache wise if you process one frame / frame buffer per pixel in parallel then multiple frames in parallel. I never understood why multithreaded rendering, unless you have multiple cards is worth anything. You win only with multithreading if you wait on things, well don't stall the graphic card.

    91. Re:We did it! by rioki · · Score: 1

      Apart from the fact, that on the graphic card it runs serialized, I get the notion of multithreaded rendering. You apparently stopped caring about graphics ten years ago. While rendering a modern scene, to achieve some effects, such as reflection, refraction, environmental lighting, simple shadows or any other complicated effect that simply can't be rasterised in one pass you need to create frame buffers that hold the scene rendered from a different angle. These are then used in the final raster of the scene as textures to create what you see on screen. Depending on the scene complexity you can have multiple frame buffers. From a theoretical standpoint computing the frame buffers in parallel makes sense. In real life you don't gain much, except when you call rendering calls from threads that stall the CPU. But then you can implement a batching mechanic, that is more efficient than DX, since it can have knowledge about the application.

    92. Re:We did it! by Bengie · · Score: 3, Insightful

      Several objects may be sent to the GPU at the same time. Sending data to the GPU typically causes a context switch, which is expensive. DX11 gets around this by letting each worker thread write to its own command queue, then the primary context thread will notify the GPU when to read from the command queues. This effectively allows communications to the GPU to be batched instead of tossing around the GPU context between threads, which incurs a lot of overhead and is serialized.

      Because the GPU is notified by the primary context, there is effectively one context switch to offload a lot of data. The driver knows where these command queues are and will read from them.

      DX11 even allows the CPU to help the GPU. GPUs are great for certain types of calculations, but not as great for others. DICE had a nice blog many years ago about how they can send data to the GPU to be processed for one stage, then stream the data from the GPU as it completes, back to the CPU. The CPU then starts working on the data one one 16x16 tile at a time and streams the changes back to the GPU as each tile is completed.

      They were able to keep the CPU and GPU well-loaded, while increasing efficiency and reducing memory pressure by data streaming.

      They had the classic latency vs throughput issue. Because each stage was only dependent on the prior stage, they were able to keep streaming input into the engine to keep both the GPU and CPU busy. While the CPU was busy crunch special pixel shaders that ran slowly on the GPU, the GPU would be working on physics on the upcoming scene. etc etc

      DX11 effectively made the rendering pipeline modular and customization, allowing data to be shifted back-and-forth, but hid the latency by allowing the stages to be done asynchronously.

      OpenGL doesn't care about latency vs throughput because professional rendering does not have a latency issue, like video-games do.

    93. Re:We did it! by Anonymous Coward · · Score: 0

      The framebuffer is used as a place to draw into that isn't on the screen. Most applications will only need two. One is on display and the other is being written to. When the rendering is done the buffers are swapped. Reflection and refraction are typically done on the gpu as shaders. Environment lighting is stateful, you set it and forget about it. Shadows can be drawn using a stencil buffer or whatever magic is in use these days.. i might be 10 years out of date.

      I see nothing wrong with rendering frames in different threads. But it doesn't make sense to do so. Just doing the rendering in a separate thread will be enough. All it's doing is grabbing the current scene graph and doing transforms/translations/rotations. Most people avoid a dedicated render thread because of the hassle with sharing memory. If you want to do that several times then have at it. But i think you'll find the overhead is too high. Maybe rendering can take so long that you have to take a few cores just to keep the framerate decent? But that sounds like there is more than just rendering going on in those threads.

    94. Re:We did it! by dfries · · Score: 1

      Before someone says "but OpenGL supports mutil-threading". No it doesn't. It supports multi-threaded worker threads for the drivers, but it does not support multiple threads communicating to the same context.

      OpenGL supports multi-threading, just not when you give it that limitation. A context can only be active in one thread, so create multiple contexts, setup sharing so they can all use the same display lists, textures, and such, one thread draws to the frame buffer, the others upload textures, draw to frame buffer objects which becomes textures, whatever so all the data is ready for the drawing thread when it, you know, goes to draw. As far as I know modern graphics cards have lots of GPU cores, but they are all working on the same operation, so no matter how many threads you have feeding it draw commands, they are all getting serialized anyway.

    95. Re:We did it! by Paul+Jakma · · Score: 1

      That was how it ended up for Firewire - its higher-bandwidth meant it was still useful for niche applications. However, Firewire was developed to do the same job as USB - general purpose, serial, packetised bus for peripherals. The reason it failed was because Apple wanted a royalty on every implementation.

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    96. Re:We did it! by Anonymous Coward · · Score: 0

      All of that is programmer double speak for "DX11 makes it easier to program without putting much thought into (serialization + a bunch of other buzzwords)".

      Sorry I had to take a potshot at this well written explanation.

      Your ever loving -AC

    97. Re:We did it! by flayzernax · · Score: 1

      And it took new hardware and a few years to get games to start using 11, which did indeed have some nice features like better tessellation.

      But the updates to graphics rendering are slowing to a crawl as I mentioned before, the render side has been pretty much stagnant since DX9. Or just enhancements of DX9 features technology. Maybe adding a few more sharers or what have you... for example my DX11 bargain card can run SSAO without slowdown because its integrated as "yet another shader" and not a software shader. But theres a limit to how many reasonable shaders you can give a scene without it becoming ridiculously cartoony (some games go over the top here already and should stick with basic affects for what they want to accomplish).

    98. Re:We did it! by Anonymous Coward · · Score: 0

      Actually, if you're going to give credit to someone for OGL, Apple is about the LAST company you should be thanking. Other than the fact that OGL was the only graphics API that worked on Mac, Apple has done ZERO to help promote, regulate, or stabilize OpenGL in the market. They have not contributed useful code, or participated in the ARB in any meaningful way.

      Gonna have to pull a [citation needed] on that, bud. Pretty sure I remember several Apple-proposed GL extensions getting formalized by the ARB, back when I was paying attention. Not to mention that whole thing where Apple designed a new API for GPU compute closely inspired by GL (and designed to coexist well with GL), and contributed it as an open standard.

    99. Re:We did it! by UnknownSoldier · · Score: 1

      > Can someone please explain why it is so important to have frame rates that exceed the refresh rate of the monitor?

      Simple: To _guarantee_ frame rates will STAY ABOVE the refresh rate WHEN you need to have the GPU do more work.

      Synopsis: The GPU does a variable amount of work each frame. You don't want your game optimized for the average case but for the WORST case. You want to guarantee a MINIMUM frame rate of (at least) 60 Hz.

      i.e.
      If you are playing a FPS (first person shooter) at 60 fps (frames/second) locked to 60 Hz and a grenade goes off causing smoke then the GPU has more work to do for a few frames rendering all those layers of alpha-blended smoke which will drop your frame rate down to 40 fps. You will notice the game looks "choppy" or micro-lag as it drops from a steady 60 Hz below 60 Hz.

      If the game is running at 90 fps, but your monitor is capping it to 60 Hz (i.e. with V-Sync), even with the grenade the framerate dropping down to 70 fps you will STILL have a SMOOTH frame rate at 60 Hz.

      The instant a game drops below 60 fps it looks and feels "stuttery". Personally I prefer 100+ hz. There are even monitors which support up to 144 Hz such as the fantastic Asus VG248QE.

      Playing Team Fortress 2 (or Portal 2) with ALL the graphic rendering options set to max and STILL running at 120 Hz (and 200+ fps) is sweet!

      Locking the frame rate between 100 and 120 Hz allows LightBoost to work with nVidia cards and certain monitors. Lightboost is a fantastic option to get rid of the stupid "motion blur" and "ghosting" on LCD monitors so they perform like CRTs.

      See this video if you want to see the difference between 120 Hz with LightBoost OFF vs ON.

      Asus VG278H High Speed LightBoost Video
      http://www.youtube.com/watch?v=hD5gjAs1A2s

      Does this help?

  3. Let's predict the headlines of the future: by Minwee · · Score: 5, Funny

    July, 2013: AMD Says 'Okay, There Will Be A DirectX 12, But We're Not Supporting It'

    September, 2013: AMD Says DirectX 12 Support By Next Year

    March, 2014: New AMD Cards' Poor DirectX 12 Performance Disappointing

    May, 2014: AMD Boss Complains About Being 'Left Out' Of DirectX 12 Development

    August, 2014: Struggling AMD Says 'Just Wait For DirectX 13!'

    1. Re:Let's predict the headlines of the future: by Synerg1y · · Score: 1

      You've stumbled onto some something here...

      AMD doesn't make Directx, never has never will.

      It also sounds like TFA is trying to pimp TressFX.

      You know what though, I'm going to say I HOPE there's no directx12 because directx 9 -11 aren't worth upgrading hardware for:

      http://forums.anandtech.com/showthread.php?s=0b835fb5dd2f2d73098918d134f47441&t=2312514

    2. Re:Let's predict the headlines of the future: by ron_ivi · · Score: 4, Interesting
      My prediction.

      Microsoft just re-names it; and everyone'll be using DirectY-2014 or Vista Display API or Direct-ME.

    3. Re:Let's predict the headlines of the future: by bfandreas · · Score: 1

      I've had read TFA when it was new and I also thought that's a silly thing to say.

      But we are propably very close at the end of the line for what the API DirectX can do for 3D graphics. We can do more polys, more lighting, higher res textures and that's it. Trouble is this is very expensive to create for games and AAA games have a lot of trouble recouping production costs.

      In the other corner we have Intel beavering away on real-time rendering.

      And the bugbear around the corner is that we are approaching the uncanny valley in games. Fast. Which is why we get a lot of cartoony only semi-realistic games. Think Brink faces only rendered at photorealism. That'd be problematic.

      Also the better the graphics look the higher the impact of glitchy/inplausible animations will be. Which also are part of the uncanny valley. Think of those rubber-limb ragdoll animations. In Kingdoms of Amalur/Skyrim you could see big fat trolls rolling and flailing around as if they had no sinews and muscles.

      Aaaand of course with all those console ports the best you can expect is DirectX9 level of graphics in games. With some luck you may even get a hires texture pack.Batman: Arkham City springs to mind. With all the DirectX11/nVidia hype and the brouhaha at release we have to ask ourselves if the hassle was really worth it.

      And with mobile devices advancing as they are and multi-plattform support being a thing, locking yourself into a proprietary API of a dying plattform is not a wise move.

      No DirectX after DirectX12 is a tall claim but it may be a while before we see another one.

      --
      20 minutes into the future
    4. Re:Let's predict the headlines of the future: by MacGyver2210 · · Score: 1

      Looks like Microsoft bought one of those Iranian 'future-looking' boxes.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    5. Re:Let's predict the headlines of the future: by MacGyver2210 · · Score: 1

      I HOPE there's no directx12 because directx 9 -11 aren't worth upgrading hardware for

      This is so true it hurts. Even though my graphics card is DX11-ready, I still only use at most DX9.0c as I am loving my XP experience until they unfuck newer editions of Windows.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    6. Re:Let's predict the headlines of the future: by Synerg1y · · Score: 3, Insightful

      what's wrong with 7?

    7. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      he hasn't used it for more than 5 minutes, so even if he tries to tell you, it won't be a valid response.

    8. Re:Let's predict the headlines of the future: by jcoy42 · · Score: 2

      And we already know the name.

      Direct Wayland.

      --
      Never trust an atom. They make up everything.
    9. Re:Let's predict the headlines of the future: by Gr8Apes · · Score: 1

      I'd vote for Direct-8.

      --
      The cesspool just got a check and balance.
    10. Re:Let's predict the headlines of the future: by 91degrees · · Score: 1
      AMD knows full well what Microsoft is planning though. All major hardware developers are kept in the loop.

      You know what though, I'm going to say I HOPE there's no directx12 because directx 9 -11 aren't worth upgrading hardware for:

      I think this is basically what he was getting at. There may well be an API called DirectX 12, but it will just be a change to the API rather than add any major new features. Any existing hardware will support it with nothing more than a driver upgrade.

    11. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      Mod up for reference to X getting stuck on 11 for decades, and that some distros are currently trying to replace X with Wayland.

    12. Re:Let's predict the headlines of the future: by Zaphod+The+42nd · · Score: 4, Insightful

      Agreed. They're going to pull a Dx10 - Vista. Windows 8 was a COLOSSAL failure, so just like Vista, now they have to force the market to give them money.

      So Windows 9 is going to have Dx12 baked in, and it'll be called "GraphicsNew" instead of "DirectX" so we can't say "Hey, why teh fuck won't you release Dx12 for Windows7?" like we did with XP and Dx9/10. "Oh, sorry, but GraphicsNew is too fancy for poor Windows7, its completely different from DirectX!"

      Yeah fucking right.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    13. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      I was thinking that way after I got a laptop with Vista, but 7 is honestly the best Windows so far. The only downside is that you can play fewer old games than you could with XP.

    14. Re:Let's predict the headlines of the future: by xtracto · · Score: 1

      Well, for one the taskbar is fucked up and less customizable than the Windows XP taskbar (anchor on the right, showing list of running applications with horizontal text, a small section of shortcuts to most-used programs and some drop-down buttons of folders with some programs and documents.

       

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    15. Re:Let's predict the headlines of the future: by Synerg1y · · Score: 1

      I'd do some research, win 7 does all the out of the box easily. There are many benefits to switching, but i'll let you research them if you feel the need. Happy Friday!

    16. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      You mean Windows designed-from-ground-up-for-Content-Mafia-cokehead-Nazi-censorship-and-fraud-crime-protection-and-support-Vista point one ?

      Oh... nothing... just the general undermining of basic freedoms and rights for the purpose of broad support for the organized crime...

    17. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      Get back in that hole!

    18. Re:Let's predict the headlines of the future: by rsmith-mac · · Score: 5, Informative

      Agreed. They're going to pull a Dx10 - Vista. Windows 8 was a COLOSSAL failure, so just like Vista, now they have to force the market to give them money.

      Dammit. It's been 6 years now and I'm getting tired of this stupid falsehood. Direct3D 10 wasn't limited to Vista for superficial business reasons. There are some extremely important technical factors that required overhauling parts of Windows alongside D3D10.

      The graphics stack below the API was almost entirely overhauled, as per the Windows Display Driver Model. Context switching, multithreading, virtual memory, splitting up the driver into user-mode and kernel-mode components, and that's just the tip of the iceberg. People forget just how broken Direct3D 9 was (and is); it was created at a time when the term "GPU" didn't exist yet and a video card was little more than a texturing unit and a raster op pipeline, and then brutally extended over the years to incorporate functionality like T&L and shaders. The whole thing predicated on a driver model that basically treated the video card as nothing more than a special class of peripheral, whereas with WDDM the GPU was finally promoted to a special class of processor within Windows.

      Direct3D 10 in turn takes advantage of these low-level changes, particularly the changes to memory management. As a result, you can't have D3D10 without WDDM and the modern graphics stack it brings.

      So the only way to bring D3D10 to XP would have been to create a cutthroat version of it that had little in common with Vista's version, or to backport the entire Vista graphics stack to XP, At which point you would have Vista whether you liked it or not, since you just brought over one of the biggest changes in the OS, and all of the bugs, growing pains, and incompatibility that brings.

    19. Re:Let's predict the headlines of the future: by bfandreas · · Score: 1

      April, 2013 nVidia tells investors Kepler Mobile chip will be powerful enough to run DirectX 11 graphics in cellphones
      http://venturebeat.com/2013/04/11/nvidia-shows-off-stunning-graphics-with-kepler-mobile-chip/
      Might be BS or whenever. They were talking to investors.

      --
      20 minutes into the future
    20. Re:Let's predict the headlines of the future: by Luckyo · · Score: 1

      This is bullcrap and it's a terrible shame that so many people actually bought it. XP is still miles faster and better then 7 in myriad of ways. The only reason I personally upgraded was DX11 because I like gaming and some games I wanted to play came with no DX9 support. That and terrible shape of XP 64 bit.

      If you end up being forced to upgrade for the same reason as I, things like classic shell make the 7 UI bearable. It's still pretty fucked up, but it's tolerable enough after you unfuck much of the shit that microsoft put into it.

    21. Re:Let's predict the headlines of the future: by SScorpio · · Score: 1

      So you don't like features such as vastly superior multi-core support, SSD trim support, being able to use >3.5GB RAM on a consumer supported OS. Not to mention being design around actual security.

      When XP came out people hated it and stuck with 98. It wasn't until XP SP2 that people really started coming around to it and for some reason choose to stick with it.

      Vista was mainly a flop because it required people to upgrade their old systems to take advantage of all of the features. 7 had the fortune of coming out three years later and more people were upgraded to modern tech. It was also lighter on it's resource usage.

      Besides the much hated metro interface, 8 is actually even better than 7. It's even lighter on it's resources, has faster booting (8 sec from hard off to useable desktop with SSD). And it has a fixed scheduler that makes it so threads don't get stuck running on a hyperthread core which would happen in 7.

      What does XP have besides "running" on 12 year old hardware?

    22. Re:Let's predict the headlines of the future: by ron_ivi · · Score: 1

      ROTFL.

      I distinctly remember hopefully and naively thinking that Windows was getting a native X server when they first announced Direct X.

    23. Re:Let's predict the headlines of the future: by BenJeremy · · Score: 1

      It's pretty easy to get the QuickLaunch bar back in windows 7.

      HowToGeek.com has a good article on it.

      I'm not sure what you are talking about anchoring... it moves to the right side of the screen just fine.

      The addition of pinned tasks and multi-window support is a nice addition.

    24. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 2, Informative

      it was created at a time when the term "GPU" didn't exist yet

      The original DirectX 9 seems to have been released in 2002. That's 3 years AFTER nVidia started using the term "GPU" to describe their early register combiners on the GeForce.

    25. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      The underlying OS has been technically better since Vista. Only the UI has been fucked. But you could say that about XP too. They'll pry the Windows 2000 UI out my cold dead hands!

    26. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 1

      People forget just how broken Direct3D 9 was (and is); it was created at a time when the term "GPU" didn't exist yet and a video card was little more than a texturing unit and a raster op pipeline

      That was Direct3D7 not Direct3D9. Direct3D8 already had assembly code pixel and vertex shader support baked in, HLSL hit with D3D9 out of the box. Your timeline is bizarrely ignorant for a supposedly authoritative statement.

      Oh, and D3D7 did have hardware T&L support, only D3D6 and older didn't.

      I just check Wikipedia and it agrees with my recollection: Wikipedia: Direct3D

    27. Re:Let's predict the headlines of the future: by LBt1st · · Score: 1

      They simply merged it. There is no longer a DirectX SDK to go along with a Windows SDK. It's all just Windows SDK.

      That said, the market hasn't even caught up with DirectX11 yet.

    28. Re:Let's predict the headlines of the future: by gmueckl · · Score: 3, Insightful

      OK, then tell me why modern OpenGL drivers can provide the equivalent of all DirectX 11 features on Windows XP? The implementation of DirectX 10 and newer may not have been portable to XP, but the interface would have been. There are even libraries that translate DX10/DX11 to OpenGL!

      --
      http://www.moonlight3d.eu/
    29. Re:Let's predict the headlines of the future: by rsmith-mac · · Score: 1

      Good catch. I meant to go for "classic Direct3D" there, but my fingers did their own thing it seems. Direct3D itself was introduced in 1995, and was brutally extended up through 2004 with D3D9.0c.

    30. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      Here's an interesting question that zealots like yourself have trouble answering.

      If Windows 8 is such a "COLOSSAL" failure, yet Microsoft can "force the market to give them money," why don't they "force the market" to buy Windows 8 anyway? It's within their supposed power, isn't it?

      The fact that bullshit like this still gets modded interesting doesn't bode well for Slashdot.

    31. Re:Let's predict the headlines of the future: by Luckyo · · Score: 1

      Multi core support was fine on XP. Still is. Improvements are minor and you need to really care about them to notice. In most cases, you're limited by applications you're running, not by OS regardless.

      I do not use SSDs. If I did, I would probably buy something that is on PCI-E like OCZ REVO, which would mean no trim support under 7 anyway.

      I do not use 4GB of RAM I have in my current 7 machine. XP has far less overhead and most games are made with consoles in mind and as a result simply do not need more then 3GB total of system RAM and VRAM. The few fringe cases that do, like the ultra high res version of GW2 could potentially run on XP with increased RAM cap to applications. Upgrade to 7's result is that I have less RAM available on 7 then I had on XP due to extra overhead in spite of only having mapped 3.5GB of system RAM on XP and all 4GB on 7. (Yes, I know, "it's caching stuff, it's faster", only there's not much to cache on a gaming/entertainment/office machine). And you know what? I never needed more. Not a single time, in spite of being an avid gamer. RAM is cheap, which is why people buy lots of it, but for most home users that do not use memory hogs like photoshop or multibox WoW, it's also utterly useless beyond slightly better cache management on 7. Which in itself is barely a compensation for massive increase in overhead in comparison to XP. There is a reason why game system requirements essentially state "X GB RAM for XP, X+1GB for 7".

    32. Re:Let's predict the headlines of the future: by Waccoon · · Score: 1

      This is bullcrap and it's a terrible shame that so many people actually bought it. XP is still miles faster and better then 7 in myriad of ways.

      I agree completely, but when I explain to people why I feel that way, they tell me I'm being picky and "ordinary people" don't need what I need, therefore my opinions are irrelevant. As if, you know, there's something wrong with liking old stuff, and all changes are always progress. As far as I'm concerned, if they just tacked on a few legacy design tweaks on to Win7, like they did with Vista, it'd be terrific and I'd pay full price to upgrade. So long as the taskbar, explorer windows, and file requesters remain dumbed-down, XP is still a more productive environment, despite its older code.

      My way of looking at it is that Microsoft has spent billions making Windows, so tacking on support for the "old way" of doing things would be a drop in the bucket. The company interns could add decent legacy support in a few weeks. Sort of like how 95% of people who use Windows speak English, but the OS is still available in dozens of translations, anyway.

      Marketing is at work here, not technological or practical limitations. The public needs to be trained in the ways of the new tablet/MS Store ecosystem, and that means burying the past -- by force if necessary. It's a shame that whole communities are falling for this BS and horrible long-term support is now the norm across all platforms. Fuck you, smartphones.

    33. Re:Let's predict the headlines of the future: by Anonymous Coward · · Score: 0

      Why would Microsoft put that much effort into supporting a 6 year old product? Remember how old XP was when Vista was released.

    34. Re:Let's predict the headlines of the future: by Synerg1y · · Score: 1

      I do not use 4GB of RAM I have in my current 7 machine.

      You can get by with 4gb just fine 99% of the time, but the moment you start targeting perfomance 4gb starts to quickly lack.

      Here's a few places upgrading to 7 has helped me out:
      Higher GB RAM support > helps me as both a dev and a gamer.
      Pinnable icons > I no longer use the start menu, though I don't like the way 8 does it either.
      Less compatibility issues > shit I try to avoid, they're no fun
      Better driver support > personal rebuilds happen A LOT quicker w 7 than xp.

      So, while you may not be able to take advantage of any of that based on your usage, many people can. The last two are a novice user's dream, which for a business translates into less support.

    35. Re:Let's predict the headlines of the future: by Luckyo · · Score: 1

      4GB is fine 100% of the time when you're not doing things mentioned above. "Targeting performance" in games and applications that are not specifically memory dependent, of which there is barely a handful and few if any of which are used on home machines (none on mine) causes irrelevantly low improvements in performance. We're looking at occasional overall 1% or so improvement in FPS in games. It's noise.

      As a result:

      1. Actively hurts rather then helps on 4GB systems due to higher system overhead on 7. Negative.
      2. Somewhat more useful then icon used for the same thing in XP. Slightly positive.
      3. More compatibility issues by FAR especially in old games with 7 when compared to XP. Extreme negative.
      4. Driver support: Currently still worse then XP for older hardware. Example: I'm still using SB Audigy 2 on this machine. 7's drivers had to be hacked to work properly and it still doesn't offer all options that XP did due to burial of DirectSound in 7's WDDM.

      Last two are frankly novice's nightmare, and I say this as someone who had to fuck with new driver model and sound blaster's drivers a LOT to get them to work properly and I still can't get 100% out of the card that I could get out in XP. Support for old games, especially some of the really fun stuff like old fan translated JRPGs requires significant fucking with the system, and even then is likely to not work. Some of those oldies still simply do not start on 7 no matter what you do because the company that made them went down or decided that patch to get the game to work in 7 was simply not worth releasing.

      So I'm not sure why you think that your list somehow shows that 7 is superior. The only marginal improvement is the pinning function, which is a bit more convenient then the old pinning system. Everything else you mentioned is a clear black mark on 7 in comparison to XP.

  4. Did DirectX ever "drive the market"? by xxxJonBoyxxx · · Score: 0

    I've been building my own computers and playing games now for almost 30 years. Not once did I ever worry about DirectX. The only time I ever think about it now is when Civ5 asks which version I want to use, which just strikes me as annoying.

    1. Re:Did DirectX ever "drive the market"? by i+kan+reed · · Score: 2

      You're clearly not making the market. DirectX has been the "talking to the graphics card" layer for years. I think the summary is actually right in that the past 5-10 years, developing your own graphical/physics engine is dead. Unreal, unity, havok, source, whatever, it's all cheaper than developing something from scratch and building in the DirectX/openGL core features of the latest generation.

      Yeah, you still write shaders, do optimization, whatever, but how you do that will depend on what Unreal supports, not on what bleeding edge directx features are.

    2. Re:Did DirectX ever "drive the market"? by Dunge · · Score: 1

      Every graphic card released since about 10 years are fixed to a DirectX version. Every commercial games released wince about 10 years are fixed to a DirectX version. In which world are you living in?

    3. Re:Did DirectX ever "drive the market"? by Nemyst · · Score: 1

      The vast majority of PC games use DirectX. DirectX has more than driven the market for the past decade, it's defined it. All major GPUs' feature set were defined by DirectX, with OpenGL largely trailing behind. OGL is catching up these days, but most games are still focused exclusively for DirectX.

    4. Re:Did DirectX ever "drive the market"? by MacGyver2210 · · Score: 3, Informative

      developing your own graphical/physics engine is dead

      Interesting. So I should stop coding this new OGL-based engine from scratch because it's easier to use a pre-made engine? Because you think it's 'dead'? Let alone your coding ability going down the toilet because all you do is drag-and-drop 'component blocks' in your engine of choice, what do you do when you hit the looming brick wall that is the engine's limitations?

      "Hey guys, let's pack it up. This random dude on the 'net says the custom and one-off engines we've been making for years are dead, and we should just use Unity or Unreal."

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    5. Re:Did DirectX ever "drive the market"? by kras · · Score: 1

      The vast majority of PC games use DirectX. DirectX has more than driven the market for the past decade, it's defined it. All major GPUs' feature set were defined by DirectX, with OpenGL largely trailing behind. OGL is catching up these days, but most games are still focused exclusively for DirectX.

      maybe the market is changing... steam wants to embrace the linux community with its steam-for-linux move. maybe they are betting on the OGL-trail for future games, and the more rapid development through the demand from linux users and hopefully OGL developers to make this the standard and forget about further developing directx for games and grafic cards altogether... maybe steam knows things about the directx development we're only becoming aware of.

      --
      memento mori
    6. Re:Did DirectX ever "drive the market"? by 91degrees · · Score: 1

      The thing is, DirectX didn't simply dictate. The API was the result of discussions between Microsoft and graphics card manufacturers. Primarily it was the hardware driving the API.

      Microsoft was smart enough to form a good working relationship with the major vendors, but also had the clout to have the final say on exactly what the API was. But if nVidia or ATI requested a feature, you could be sure it would be in the next version of DirectX, and that version of DirectX would be available before the hardware.

    7. Re:Did DirectX ever "drive the market"? by Darinbob · · Score: 1

      I think it drove it for high end cards. That's a very tiny market niche, but probably with fat margins. There used to be some games that would only work with the latest DX versions and that drove sales of cards; even as late as DX 10 there were games that supported DX 10 (but were still perfectly good in DX 9) that caused some people to upgrade. DX 10 actually caused some people to upgrade to Vista or W7. DX 11 didn't cause as much interest though I think, though probably the guys with a $2000 gaming rig may have gotten new cards for it.

    8. Re:Did DirectX ever "drive the market"? by Zaphod+The+42nd · · Score: 1

      Then you're massively out of touch with PC gaming. Almost every game out there uses DirectX and your DirectX performance is your gaming performance. Now, some use openGL, but most definitely use DirectX.

      --
      GCS/MU/P d- s:- a-- C++++$ UL++ P+ L++ E+ W++ N o K- w--- O M+ V- PS+++ PE Y+ PGP t+ 5- X R++ tv+ b++ DI++ D++ G+ e++ h-
    9. Re:Did DirectX ever "drive the market"? by VortexCortex · · Score: 1

      Agreed. I too build my own OpenGL engines. I've built engines for D3D / DrirectX too, but OpenGL is easier. Things like texture memory management is done for you. With DirectX I spent half the time building fucking memory managers for things (which wind up exactly the same as everyone else's). The whole "Direct to the graphics cart" shit is retarding. The per card tweaks yield no real net benefit. IMO, it's just laziness on MS's part -- "Let's make them lock and release memory mapped objects because you know what engine devs love? Creating Memory Managers!" Ugh.

    10. Re:Did DirectX ever "drive the market"? by dave562 · · Score: 1

      You probably never worried about it because every developer supported it and every video card driver set supported it. You never had to worry about it because the support was implied. You would have had to go a long way out of your way to find a card that was not DirectX compatible, if such a beast even exists.

    11. Re:Did DirectX ever "drive the market"? by damnbunni · · Score: 1

      In my experience with games that have both DX10 and DX11 renderers, DX11 doesn't look any nicer than DX10, but it's much faster.

      This does sometimes let a game have a few more visual gewgaws in DX11 because they'd be too much of a performance hit in DX10, but mostly DX11 mode looks the same but with a higher framerate.

    12. Re:Did DirectX ever "drive the market"? by Anonymous Coward · · Score: 0

      Maybe they're C developers. Apparently, those love re-inventing the wheel for every damn thing they write. Something with garbage collection being "evil" for no reason, and "less efficient", even though their own shitty re-invention leaks left and right.

      C and re-implementing memory management has its purposes. Like low-level drivers and operating systems. By far the most software doesn't have those and should never touch them.

      I mean, damn, one of the key points of modern software development is that you don't have to write stuff twice, thanks to modularization and re-use! Aka libraries. And if your language doesn't allow you to create a perfect memory manager as a library, then it's a shit language!

    13. Re:Did DirectX ever "drive the market"? by Anonymous Coward · · Score: 0

      Such a beast does exist and its name is Tesla. (of course, these "GPUs" don't output video at all... at least not until recently)

    14. Re:Did DirectX ever "drive the market"? by UnknownSoldier · · Score: 2

      There is a time and a place for GC. If you don't understand BOTH the Pros AND Cons you really don't understand a subject in detail.

      i.e.
      _IF_ one could specify the maximum milliseconds allowed the GC is allowed to run (i.e. 2 ms) per frame THEN it would be acceptable for game development. Currently GC has no place at run-time DUE to its non-deterministic nature.

      Relying on GC is like relying on the compiler to guarantee safe array access. Sure it works but one must always remember the cardinal rule:

      TINSTAAFL, that is, There Is No Such Thing As A Free Lunch

    15. Re:Did DirectX ever "drive the market"? by SScorpio · · Score: 1

      The Tesla cards were never video cards though. They were just for computing, so there wasn't a reason for them to support DirectX. The Titans on the other hand are amazing cards.

    16. Re:Did DirectX ever "drive the market"? by gmueckl · · Score: 1

      Hm, all those XNA and Unity based games that I've tried - all written using C# and therefore garbage collected - perform very smoothly here. OK, this is anecdotal evidence, but C# is so widely used in game development now that I have to assume that it really works. Otherwise, the engine makers would have changed programming language in an instant.

      --
      http://www.moonlight3d.eu/
    17. Re:Did DirectX ever "drive the market"? by GigaplexNZ · · Score: 1

      It generally works for Indie level games as they don't usually push the hardware to its limits when compared to games like Crysis.

    18. Re:Did DirectX ever "drive the market"? by kernelpanic99 · · Score: 1

      Yep, and Unreal Engine also manages most of its memory using its own garbage collector that runs every 30 seconds. GC is a good solution if you know what you're doing and understand its limitations.

  5. It has to be said by phantomfive · · Score: 4, Informative

    Use OpenGL. It's the platform of every rising device. Furthermore you can get the benefits of open source.

    --
    "First they came for the slanderers and i said nothing."
    1. Re:It has to be said by mederbil · · Score: 0

      I couldn't agree more with this. But OpenGL right now does not seem to be geared towards games in any way. Mostly just CAD and other workstation uses. I'm unsure of how it would perform with something as dynamic as a video game.

    2. Re:It has to be said by cybiko123 · · Score: 5, Informative

      But OpenGL right now does not seem to be geared towards games in any way.

      I think some folks at Valve would have something to say about that.

    3. Re:It has to be said by DanTheStone · · Score: 4, Interesting
    4. Re:It has to be said by Nemesisghost · · Score: 1

      I'm unsure of how it would perform with something as dynamic as a video game.

      Really? Valve ported Left 4 Dead 2 to Linux and it came out faster. I'm at work so I can't exactly get to the page, but I pulled this reference from the Wikipedia article about Steam. Since I'm at work I can't verify that Valve is using OpenGL for the Linux port of Steam, but I'm going to assume that's the case.

    5. Re:It has to be said by phantomfive · · Score: 1

      This is like a troll, there are plenty of games that use OpenGL. It performs fine, by some reports better than DirectX.

      --
      "First they came for the slanderers and i said nothing."
    6. Re:It has to be said by Dunge · · Score: 1

      Yes, old technology with brute force polygon run faster in OpenGL than DirectX9. Once you begin to use effects and shaders though, DX10/11 beats OpenGL by far.

    7. Re:It has to be said by Dunge · · Score: 0

      Exactly. As a programmer who tried both, I confirm. DirectX development package is much better and easier. People referencing this one Valve blog page don't know anything on the subject.

    8. Re:It has to be said by pinkeen · · Score: 1

      ROFL. Did you live on an island for the past 10 years?
      Just to name a few.

    9. Re:It has to be said by LordLimecat · · Score: 1

      DirectX means your program cant be open source?

      *confused*

    10. Re:It has to be said by Nemyst · · Score: 1

      OpenGL works just fine for games. The bigger hurdle is the rather lackluster documentation and Khronos Group's slow update cycle and lack of focus on games. I'm also not a fan of the API coding style, but that's more up to personal preference.

    11. Re:It has to be said by Anonymous Coward · · Score: 0

      Yes, old technology with brute force polygon run faster in OpenGL than DirectX9. Once you begin to use effects and shaders though, DX10/11 beats OpenGL by far.

      [citation needed].

    12. Re:It has to be said by Anonymous Coward · · Score: 0

      Any chance you're at work?

    13. Re:It has to be said by MacGyver2210 · · Score: 1

      Do you program anything using OpenGL? Because it's pretty game-friendly if there ever was a game-friendly graphics API. CAD and games use largely the same type of code to get their objects on the screen. It's how you're able to manipulate those objects (which is actually in data/memory, not in the graphics API) which makes CAD or gaming unique.

      When you create a sphere in Blender, it's drawing to the screen the same way it would if you created a sphere in an OGL game and rendered it. If you build(or find) yourself a decent wrapper, you can interact with it in whatever way is comfortable or 'more game-friendly' to you.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    14. Re:It has to be said by Anonymous Coward · · Score: 0

      what??

      Shaders run on the GPU. So underlying driver API has nothing to do with it except in the loading of the shaders onto the video card.

      FYI, "effects" *are* shaders.

      The entire point of DX vs. GL is that everything is moving towards shaders making underlying API much less relevant than 10 years ago.

    15. Re:It has to be said by Anonymous Coward · · Score: 0

      Furthermore you can get the benefits of open source.

      Lol, as someone working with linux/opengl and other open source based things let me clear that up:

      • OpenGL has been for years second place with tooling and the GPU (not a benefit)
      • profiling/debugging tools provided by AMD and NVIDIA are visual studio based (not open source/not on linux)
      • those few open source tools that exist are limited as they can't/wont hook into the driver
      • the working opengl implementations are not open source (the POS amd calls driver is not a benefit - cite: a former longtime AMD victim)
      • "Use OpenGL. It's the platform of every rising device." Or just use directx on top of a wrapper (Valve/wine do it)

      Until the tooling for OpenGL catches up there is little benefit to it and lots of drawbacks for most.

      Wait, forget that blob above, unless you develop an engine nothing of that has any importance at all. Just do it professionally, choose an existing engine or scene graph API and program against that instead of reinventing the wheel. A good engine does not care about the layer below it so you can get the benefits of both directx and opengl when needed. For benefits of open source look at ogre3d which supports both.

    16. Re:It has to be said by Anonymous Coward · · Score: 0

      As a Software Engineer who has developed with both, OpenGL is superior in development and performance.

      Assuming you want to write code that gets actual performance instead of copy and pasy generic code into an IDE.

    17. Re:It has to be said by Shinobi · · Score: 1

      They compared a version of the engine for Linux that had optimizations done that were not available for the Windows version they compared to(And still haven't been released)

      Ergo, it was a rigged comparison.

    18. Re: It has to be said by Garth+Smith · · Score: 1

      I program games for iOS and Android, which cumulatively make up a massive part of the mobile devices market. Both operating systems use OpenGL ES, a subset of OpenGL. With PC sales declining and mobile devices selling like hot cakes. In my industry OpenGL is more popular than ever while DirectX is almost nonexistent.

    19. Re:It has to be said by ceoyoyo · · Score: 1

      2001 called, they want their post back.

      The majority of bestselling games today are written in OpenGL or a close relative. When you count the ports of PC games to other platforms, it's even more.

    20. Re:It has to be said by Anonymous Coward · · Score: 0

      Whoa! You mean OpenGL is used by such cutting edge gems as UT2004, Serious Sam and Minecraft!? Truly OpenGL is pushing the boundaries of what is possible in the gaming marketplace!

    21. Re:It has to be said by KingMotley · · Score: 1

      You do realize that half of those games are DirectX first, but support OpenGL, and the other half are written by Valve 10 years ago.

    22. Re:It has to be said by xtracto · · Score: 1

      Ok, you've got Direct3D covered. Now can you provide alternatives for:

      DirectDraw
      DirectPlay
      DirectInput
      DirectSound
      DirectXSecurity

      Hopefully the alternatives you provide would be highly cohesive and integrated.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    23. Re:It has to be said by Anonymous Coward · · Score: 0

      DirectX isn't open source.

    24. Re:It has to be said by Anonymous Coward · · Score: 0

      OpenGL is an obvious alternative for DirectDraw, although it's part of DirectX Graphics now.

    25. Re:It has to be said by Anonymous Coward · · Score: 0

      Maybe, but they're only saying it to the steam users.

      Which still leaves millions of people out.

      directx gonna be king for a long long time to come.

    26. Re:It has to be said by Anonymous Coward · · Score: 0

      Also Minecraft, which despite being an excellent game is infamous for its shitty 3d performance.

    27. Re:It has to be said by Anonymous Coward · · Score: 0

      The benchmarks valve did were all against DX9, basically if they used anything newer it made them and openGL look bad.

    28. Re:It has to be said by makomk · · Score: 1

      From what I remember, Microsoft has discontinued support for all the APIs you've just listed, so you should really be using alternatives to them anyway...

    29. Re: It has to be said by tepples · · Score: 1
      DirectInput is (or was) part of DirectX. Though it has been deprecated in favor of standard Windows events (for the mouse and keyboard) and XInput (for the Xbox 360 Controller), it is still the preferred way to read USB gamepads that are not made for Xbox 360.

      I program games for iOS and Android

      What's the best way to emulate a gamepad on these systems? Is the solution described here any good?

    30. Re: It has to be said by UneducatedSixpack · · Score: 1

      You are a very smart man. I also would not use DirectX on iOS or Android. I even uninstalled DOS from my iPhone.

    31. Re:It has to be said by Dunge · · Score: 1

      Not to mention the Source engine is not ported to use recent tech.

    32. Re:It has to be said by cybiko123 · · Score: 1

      On Windows, maybe.

    33. Re:It has to be said by Anonymous Coward · · Score: 0

      The same Valve who use Direct3D when publishing on windows which supports both?

    34. Re:It has to be said by Anonymous Coward · · Score: 0

      Neither is OpenGL. OpenGL is a specification. It's completely orthogonal to an implementation that could be either open or closed source.

    35. Re:It has to be said by gmueckl · · Score: 1
      --
      http://www.moonlight3d.eu/
    36. Re:It has to be said by pinkeen · · Score: 1

      Fair point. As far as I remember most of Id games were OpenGL first. And one counter example disproves the point. If OpenGL could perform well with "something as dynamic as a video game" few years ago then I doubt that it regressed by now.

      But everything is possible in the software world.

      If we're talking API, not implementation then look at all the mobile OpenGL ES stuff (who uses fixed function pipeline nowadays?).

      As far as the implementation is concerned - I don't know about windows. But the OpenGL that comes with nvidia binary linux blob is quite good.

      In the end it all comes down to the GPU manufacturers - do they care enough to implement the specs properly. I don't think that the API is so poorly designed that this design would prevent OpenGL from driving games. It's just a little more than an interface to shaders (contrary to DirectX BTW).

    37. Re:It has to be said by Anonymous Coward · · Score: 0

      Wrong.
      The problem is all the other stuff that has to run in its single threaded main loop (lighting updates, liquid flow updates, chunk loading, object movement and collision checks, mob AI).
      Disable those and it'll happily render at 400+ FPS on a 5770.

    38. Re:It has to be said by GigaplexNZ · · Score: 1

      Mostly attributable to Java

    39. Re:It has to be said by Anonymous Coward · · Score: 0

      Huh? The Windows version was already optimized - for Windows.

      It would have been an unfair comparison if they had NOT to optimized it for Linux. You might as well just run the Windows version in Wine rather than do a half assed port (which often works out performing better than native Windows anyway - even when "emulating" DirectX in OGL.)

  6. Micosoft giving it up? by locater16 · · Score: 1

    There's still stuff left to do, access to things that programmers want. If Microsoft wants to stop its API development, and give up the ghost of it's Microsoft only policy, leaving OpenGl and the Khronos group to do all the advancement, then maybe that's a good thing. While Microsoft and DirectX overtook OpenGl in terms of what the API could do since around DX10, it did so at the cost of being locked into Microsoft stuff if you wanted to use it. But if things go a little slower now in order to have only one, open API advancing then maybe that's a good thing.

    1. Re:Micosoft giving it up? by KugelKurt · · Score: 1

      Microsoft is probably just syncing its DirectX development cycle to the Xbox development cycle. So some time before the Xbox 4 MS will develop and release DirectX 12.

  7. That is a filthy lie by Anonymous Coward · · Score: 0

    There will be a DirectX 12 just in time for Windows 9. Don't believe me? There's a great page up on MSDN that confirms DirectX is now a part of new releases of the Windows SDK starting with Win8.

    As it stands this is confirmation from the GPU manufacturer that the new Xbox will not be using anything better than DX11, and that people using toasters with XP are finally getting cut loose. It's good news for gamers, too: you won't have to upgrade your DX11-compatible video card for DX11.1 or purchase future versions of Windows for DirectX support for at least another decade. We're witnessing the next generation of console games disappoint before they've even been written.

    1. Re:That is a filthy lie by i+kan+reed · · Score: 4, Insightful

      I think you misunderstand what that means. It means directX has moved from a versioned API with new features all the time, to a stable API that they feel safe tying to the OS and pushing updates for through windows update. It's like when an open source project has reached the point where its no longer worth it to pull the latest from git. It's "done".

    2. Re:That is a filthy lie by fox171171 · · Score: 1

      So basically it will be point increases of DX11 forever? Example: DirectX11.2.04g

    3. Re:That is a filthy lie by Anonymous Coward · · Score: 0

      Oh, you mean like OpenGL was from version 1?

      Most people simply don't understand what a graphics API should be. OpenGL 1.0 was designed in such a way that you could program for it and the program would run regardless of what hardware was underneath. When the industry moved from software rasterizers to hardware? OpenGL code did not need to change, the same code ran on the new hardware with no modifications. You did not even need to recompile. When hardware T&L came about? Your existing OpenGL programs ran faster, taking advantage of the hardware without even a recompile.

      The only thing that ever necessitated a change in OpenGL was the introduction of general-purpose programmability at the pixel level, and thanks to GLSL that only took one version. (The original GLSL was fully capable of expressing full programmability, it's just that vendors put in all kinds of restrictions in their initial implementations. Basically they brought the pains of Direct3D to GLSL.)

    4. Re:That is a filthy lie by Anonymous Coward · · Score: 0

      Really? I think it's safe to say you don't program OpenGL applications for a living...

  8. Skipping it? by djdanlib · · Score: 4, Interesting

    So what, are they going to skip 12 and go to 13? They've done it before, with DirectX 4, so it's not a new idea. Maybe 12 turned out to be a huge mess.

    I don't see DirectX being discontinued in favor of OpenGL/OpenAL/etc, since the GUIs in their latest products and frameworks all seem to use DirectX to some extent.

    (asbestos underpants on) Or maybe they switched to FOSS-style versioning, and just don't see anything new that would demand a major version number. We're going to see abominations like DirectX 11.1.25.4-r6.3 for the rest of time.

    1. Re:Skipping it? by nzac · · Score: 3, Funny

      Maybe it is the name. X got stuck on 11 as well.

    2. Re:Skipping it? by xanclic · · Score: 1

      I don't think they'll be skipping anything.

      The “full” original statement actually is: “A new DirectX has always revived the industry, new graphics cards require more powerful CPUs and more RAM. But there will be no DirectX 12. That's it. As far as we know, there are no plans for DirectX 12.”

      As fast as I understand it, he actually talks about any new major DirectX version, not just about DirectX 12. Which would in turn support your “minor version abominations” argument.

    3. Re:Skipping it? by gl4ss · · Score: 1

      they should have just stuck at making 10.x releases.

      so they could call it DIRECTX X2 etc.

      the shit does amd know about microsofts naming schemes though. they can't know. MS themselves don't fucking know what they will name their next point maintenance releases or whatever they will call their 3d apis in metro later.

      --
      world was created 5 seconds before this post as it is.
    4. Re:Skipping it? by MacGyver2210 · · Score: 1

      I think the comparison is quite interesting. DirectX has DirectSound, DirectInput, and other OS-tied and platform-specific functions within it. OpenGL has....graphics.

      As DX handles everything from keyboard and joystick input to sound management, it seems like this comparison and article should be focusing on Direct3D instead of DX as a whole.

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    5. Re:Skipping it? by djdanlib · · Score: 2

      Sounds about right. DX11.1 is the top of the line right now, is for Windows 8, and is not even going to be fully backported to Windows 7. Is anything even using the new features? The way I see it, demand for new features won't really happen until people are using the advanced features of the current version, which requires people to install the current version, which requires Windows 8. So it could be a long, long time given the lack of movement to Win8. There also has to be a big change to the API to cause a major version change, which is usually driven by new features that don't work well with the current way of doing things.

      There's always been a noticeable lag in DX version releases right before a major hardware or OS release from Microsoft, so they might even be in early stages of development at the drawing board right now.

      Who knows. I don't see it going away anytime soon. It seems to be all about the engines nowadays anyway...

    6. Re:Skipping it? by BLToday · · Score: 1

      Mac OS X is stuck on 10. And for a long time Street Fighter was stuck on 3.

      The Count: Today on Sesame Street, we have two new friends Tim Cook and Ryu. Ryu can you start counting.
      Ryu: one, two, three, three-second impact, three-new generation, three...
      The Count: How about you Tim, can you count to eleven?
      Tim Cook: 10.cheetah, 10.puma, 10...
      The Count: Screw both of you, where's my gun? I'm going shoot both of them.

    7. Re:Skipping it? by djdanlib · · Score: 1

      Spot on. DX is the whole kit and parts of it come and go. DirectMusic, remember that?

      I keep wondering, what about the Direct2D and DirectWrite components? It's still fairly new technology, being used for more and more GUIs as time goes by, and could be a huge deal for graphics performance during normal non-gaming computer use. IE and FireFox use them... You never hear about them, though.

    8. Re:Skipping it? by Anonymous Coward · · Score: 1

      Most DX11.1 features have to do with many of the advertised W8 changes themselves, faster text and image rendering+decoding. The only change to D3D 11.1 (which is what most people 'think' is DX) is native Stereotropic 3D support. (So you don't need the stupid NVIDIA proprietary package, which in turn means coding for NVIDIA 3D only)

      There is also the part where windows now uses preemptive multitasking for GPUs, something which 7 does not. Not sure if thats a DX feature or OS (WDDM) feature though.

      Beyond that, I'd imagine most of the DX changes lie in the Input component - to improve touch input.

    9. Re:Skipping it? by Anonymous Coward · · Score: 0

      What, you're skipping all the twos for Ryu? More like: One, two, two-chamption, two-turbo, two-super-turbo, two-hyper, etc.

    10. Re:Skipping it? by Anonymous Coward · · Score: 0

      After ten of those, things get a bit dicey with DirectXXX.

    11. Re:Skipping it? by damnbunni · · Score: 1

      Interesting tidbit: Microsoft gave DirectMusic back to the original developer they got it from, who has since released the source to the program it was based on. So Bars and Pipes is back, kinda. (Still only on Amigas, though.)

    12. Re:Skipping it? by Anonymous Coward · · Score: 0

      because you don't write to them. visual studio takes care of that for you.

      and on openGL's side, it is used alongside SDL, which is capable of doing music, control, and alot other. I think Assassin's Creed 2 used it for it's engine. It acts as a shim library to map against all the platform specific stuff like Pulseaudio, vs Core Audio, vs DirectSound.

  9. Do a little research. by Lashat · · Score: 5, Informative

    If memory serves this was also linked in the related article above. http://msdn.microsoft.com/en-us/library/ee663275.aspx
    DirectX is just becoming part of the Windows 8 SDK. Then presumably the Windows 9, etc, SDKs as well. On until death.

    --
    For every benefit you receive a tax is levied. - Ralph Waldo Emerson
  10. Cannot evolve by Anonymous Coward · · Score: 0

    The API and the hardware became so close that none of them can change without breaking eachother, since directx 9 (and the equivalent opengl versions) there were no real improvements. That's a real shame, because I've been waiting for a decade to something more flexible, more suited to emulate console graphics pipelines, but as it stands now, software rasterizers will be the future.

    1. Re:Cannot evolve by Dunge · · Score: 2

      On the contrary, DirectX10 had the best improvement of all versions. It changed everything. They ditched the fixed pipeline, ditched old "backward-compatibility" that was clobbering the system, connected directly to the Windows hardware layer, support multithreading, etc.

    2. Re:Cannot evolve by Billly+Gates · · Score: 0

      Yeah only ran on Vista so it was never adopted as users to this very day still cling to XP as the worlds most popular OS until last year.

      DirectX 12 will never come to be because of 95% of us who hate METRO/Windows 8 and will never upgrade. Windows 7 will be here still for a very long time and making a Windows Blue exclusive is stupid as all 7 users would use it.

  11. Maybe just adopting Apple's versioning strategy by TheSkepticalOptimist · · Score: 2

    I am sure 10 years ago someone could have easily said there would never be an OS 11.

    --
    I haven't thought of anything clever to put here, but then again most of you haven't either.
    1. Re:Maybe just adopting Apple's versioning strategy by Kaenneth · · Score: 1

      You mean XI?

    2. Re:Maybe just adopting Apple's versioning strategy by Anonymous Coward · · Score: 0

      They *did* say there wouldn't be any numbers after DirectX 9, didn't they? I think I remember something like that.

    3. Re:Maybe just adopting Apple's versioning strategy by retchdog · · Score: 1

      many human interface guidelines in XI. new guidelines.

      --
      "They were pure niggers." – Noam Chomsky
  12. Yes, yes it did. It still does. by Anonymous Coward · · Score: 0

    You'll notice that in those 30 years you were building computers and playing games, you either pirated or bought a copy of Windows to run on that same system. I've been doing the exact same thing and I've been using Linux for at least 10-12 of those...why? I know one OS is good for games and one OS is good for everything else, and you know it too, you're just glossing over it in order to make a point.

    DirectX doesn't drive the market because it's good, it drives the market for the same reason Microsoft does...a considerable investment of time and money already made on Microsoft's platform. The real news in this article, I think, is the lack of response by Microsoft. One of the last remaining reasons that I have for even purchasing Windows is so that I can play Windows games, and DirectX was more or less a means by Microsoft to ensure that they controlled a vital part of the game ecosystem (the libraries that developers use to build them) and never porting it across platforms. The lack of response by a huge manufacturer like AMD making an announcement like this...if I were to take a guess, I'd say that they're right, everyone knows it and there's not much point in Microsoft refuting it any longer because they're already in trouble.

  13. DirectX Imbecile by interval1066 · · Score: 1

    I've never written to the API, but from a user persepective the only thing I found annoying about DirectX was every game on the planet wanted to distribute its own copy/version of it. Which I never did understand, as far as I can tell its the one API that M$ took great pains to keep backward compatible, so why couldn't all these games simply use the version that was installed (unless it was too old.) Other than that, I never had a problem with it, it worked fine, and in some cases appeared to be superior to OpenGL, until lately. Certainly OGL has made some great strides and really is the defacto gfx library for everyone else, Windows machines can even use the Win32/64 port if the user choose. Still, I have to wonder what the big problem for AMD/Microsoft. No longer an evolving technology? Are they planning on dumping it for something new in the works? Have they decided they can't compete with OGL? Smells to me like another sign (as I've been talking about) that Microsoft is NOT as innvative as they were, or thought they were. And AMD? Christ, might as well put a fork in it.

    --
    Python: 'And then suddenly you have a language which says "we're all stuck with whatever the whiniest coder wants".'
    1. Re:DirectX Imbecile by Anonymous Coward · · Score: 0

      Games could probably just use the version that's installed (as long as it is the right major version) and it should work.
      But of course that is not enough, as many users won't know what to do when the game crashes with a DirectX error or the graphics are messed up and will blame the game developer for it. So it's safer to just bundle the version of DirectX that was used for testing and is known to work for the game.

    2. Re:DirectX Imbecile by Nemyst · · Score: 1

      The distributing their own copy thing was just the simplest solution to the versioning issue: yes, DirectX is technically backwards compatible, but if the computer only has older versions than what you're using, you need to install the new version. Therefore, all games just decided to bundle DirectX and install it regardless.

    3. Re:DirectX Imbecile by MacGyver2210 · · Score: 1

      This is also true. I can't count how many copies of DirectX 9.0c I had to install...for reasons I have never really ascertained. I started to say 'no' when it asked if I wanted to install DX, and the games ran fine. Guess it was just precautionary? Limit of the older Windows Installer systems?

      --
      If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    4. Re:DirectX Imbecile by Anonymous Coward · · Score: 0

      An issue with DX9. You'll note that DX10 and 11 don't have this.

      Here is the package which installs all variant files on the system: http://www.microsoft.com/en-us/download/details.aspx?id=8109

      Note that this is only DX9, and no equivalent exists for 10 and 11.

    5. Re:DirectX Imbecile by flimflammer · · Score: 1

      I've never written to the API, but from a user persepective the only thing I found annoying about DirectX was every game on the planet wanted to distribute its own copy/version of it. Which I never did understand, as far as I can tell its the one API that M$ took great pains to keep backward compatible, so why couldn't all these games simply use the version that was installed (unless it was too old.)

      1) Not everyone is up to date, and that's why they supply their own version, which leads into 2):
      2) There are various files per each SDK version that differ from each other version and are incompatible with each other. The D3DX libraries in from DirectX9 was one of the big ones. To this day you can see people complaining about "Where is d3dx9_xx.dll" because the developers didn't include the redist package for the SDK they compiled against.

      Since you're not allowed to just distribute these files individually as per Microsoft's license agreement, the only way to install them is to supply the redist package for that particular SDK version.

    6. Re:DirectX Imbecile by Anonymous Coward · · Score: 0

      I've run into at least a couple of games, however, that INSISTED on installing it's version of DirectX regardless of what I already had installed. I think one was Descent 3 with DirectX 5, but don't hold me to it. I let it do its thing, but always wondered whether that broke something subtle that I didn't notice until I upgraded the OS.

  14. naming convetion by Muramas95 · · Score: 0

    So they could either go with the... Video games: DirectX Cars: DirectX-2014 Windows: DirectX Vision Apple: Bobcat Google: Marshmallow X OpenGL's dream : RIP DirectX

  15. question by asmkm22 · · Score: 5, Interesting

    What exactly does "top quality game bundles registered to the serial number of the card" mean? Have I missed something else in this conversation?

    1. Re:question by gl4ss · · Score: 1

      dunno. probably that you would get the game if you buy the card. or alternatively that you'll purchase will be tied to that card if you buy the game(they're asshats).

      --
      world was created 5 seconds before this post as it is.
    2. Re:question by excelsior_gr · · Score: 2

      It refers to AMDs "Never-Settle-Bundles ". You buy an AMD card and you get a bunch of free games.

    3. Re:question by Anonymous Coward · · Score: 0

      Same as bundled software, like DVD players and such before. The installer and serial code only works with the card, or a card of the same manufacturer or type it was delivered with. A very annoying but understandable practice (free software!!), which drives the adoption of open source very strongly (I want to break free!), to paraphrase Police Academy and Queen.

    4. Re:question by phizi0n · · Score: 2

      The OP and article are taking an offhand comment way out of proportion. The quote in the article from the AMD exec is basically saying that they need to bundle top quality games with their graphics cards in order to showcase what their cards are capable of because there is no new graphics card/api features in development currently. ie. they can't say "hey buy our new cards because they support X, Y, and Z new features" so instead they are bundling games and saying "hey buy our cards and you get these games that have beautiful graphics on the card you just bought."

    5. Re:question by phizi0n · · Score: 1

      I forgot to mention that sometimes when they do these bundles then the game is locked so that it only plays if your graphics card is the one that it was bundle with by checking the serial of the card. Other times the game isn't locked and then you can just sell it on ebay if you don't want it.

    6. Re:question by asmkm22 · · Score: 1

      OK, but how does that have anything to do with DX12 not coming out?

    7. Re:question by phizi0n · · Score: 4, Informative

      It doesn't and that's not even what the AMD exec said but the dumb articles are running with an idiotic interpretation of what he said. He was only saying that there is no new version of DX currently in the works so in order to differentiate their products they have to bundle pretty looking games instead of implementing new features because there aren't any new features left for the to add right now.

    8. Re:question by fox171171 · · Score: 1

      I was very surprised that it took this long for someone to notice that...

      Like so many games these days, they will be designed so that sooner or later you will not be able to play them.

      You want a new video card? Your old games won't work.
      Because of some unsupported feature? No, an unsupported serial number.

    9. Re:question by Anonymous Coward · · Score: 1

      This is simply a translation mistake. In the original, it reads, "With the Never Settle Bundles, AMD started to bundle high-value games in the form of activatable serial numbers." So, the serial numbers they talk about are those of the games, not the cards.

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

      What exactly does "top quality game bundles registered to the serial number of the card" mean? Have I missed something else in this conversation?

      It's just referring to the situation where someone falls off a turnip truck and chooses a video card because it comes bundled with one or video games.

      Heck, that might actually be a good strategy for Sim City and Diablo III. Their DRM sucks so bad that doubling down on it and just tying them to a specific video card probably won't make them suck any harder than they already do. Consumers will be glad to be rid of them on their next video card upgrade.

  16. OpenGL everywhere? by Anonymous Coward · · Score: 0

    OpenGL everywhere? Imagine also if the manufacturers would be able to write stable, functioning drivers *for their own hardware*, then things could get great.

  17. Game locked to Video Card Serial Number? by Guppy · · Score: 1

    Taylor discussed the new trend for graphics card manufacturers to release top quality game bundles registered to the serial number of the card.

    Are they already doing this with their current bundles? I just recently bought a Radeon 7770, but wasn't particularly interested in the Far Cry 3 game that came with it, was was planning to sell the coupon to someone who could make better use of it.

    1. Re:Game locked to Video Card Serial Number? by Anonymous Coward · · Score: 0

      Not "locked". Just that if you have qualifying card, you can grab a freebie game. Input serial to site, get key for game (valid for one key per unique card serial).

      Cost of this marketing to AMD is probably around 1-2$ per redeemed code (note; per redeemed code, not per shipped card)

      Value to customer is considerably higher (due to far higher MSRP of those games).

      Value to game publisher is that they get to sell a TON of copies so it is good money even at super-deep discount. And with nothing physical to ship, it costs pretty much $0 to "manufacture" those copies.

    2. Re:Game locked to Video Card Serial Number? by Anonymous Coward · · Score: 0

      I could be wrong, but I didn't see anything like this when I got the current ATI bundle. I requested and used the keys PRIOR to installing the card, then installed the card, and everything still ran fine.

    3. Re:Game locked to Video Card Serial Number? by Anonymous Coward · · Score: 0

      Also, the bundled Bioshock requires Steam, and Crysis 3 requires Origin - as far as I can tell, the bundled games are simply licensed onto those DRM platforms with no additional restrictions.

  18. Hmm... by dagamer34 · · Score: 1

    Does anything besides Direct3D change with new versions anymore? It's not as if there are groundbreaking developments in XInput or DirectSound, and things like DirectShow have been depreciated for other Windows methods.

    1. Re:Hmm... by VortexCortex · · Score: 1

      Tthe API is mostly irrelevant now. Seriously. Everything is shaders now. Any engine devs would be fools to not select a cross platform shader language. Doing otherwise is throwing away good money.

    2. Re:Hmm... by Anonymous Coward · · Score: 0

      There were large changes to improve text rendering and image rendering+decoding, and a whole bunch of other 2D stuff. (You know, the entire part of what "GPU accelerated browsers" is about - except carried over to all parts of the system and usable by software)

  19. Two points that come to mind: by aix+tom · · Score: 1

    First the "silly point" to confuse people:
    "Since X only went only to version 11, I don't see how they could make a DirectX12 without making X12 first." ;-)

    Then the second more serious point:

    I still remember the "Sound-card upgrade cycle" back in the 1990s, where gamers were also were after the newest developments there to get a better gaming experience. But for the last decade or so there were no basically no "new sound features" that were added to improve the sound, since sound is "good enough" for basically everything that needs sound.

    At some time graphics cards will reach (or perhaps are reaching now) the point where that is true for graphics also.

  20. deal with it by genericmk · · Score: 1

    Just deal with it.

  21. FFS, you really didn't think, did you. by Anonymous Coward · · Score: 0

    "Most games" on the PC are written for the Windows OS, which means if you make it DirectX, you get marketing money from Microsoft.

    When those games are cross-platform but only to the XBox, it has to be DirectX, because that's all that's available.

    Neither indicate that Direct X is what would have been chosen in a free market.

    It is only "preferred" by Microsoft, who PAY YOU to write games to DirectX.

    1. Re:FFS, you really didn't think, did you. by Anonymous Coward · · Score: 0

      I think you're confusing MS with AMD and NVIDIA, whom will pay for 'priority' within game titles.

    2. Re:FFS, you really didn't think, did you. by Dunge · · Score: 1

      And gives a better development pipeline. It's not all about money, OpenGL was always available on Windows. Developers made the choice to use the cleaner and easier to work with API.

    3. Re:FFS, you really didn't think, did you. by Anonymous Coward · · Score: 0

      That's not completely true, quite a few low-end GPUs (for example from S3) only supported Direct3D but no OpenGL.

    4. Re:FFS, you really didn't think, did you. by rioki · · Score: 1

      Bwawawawawawa!!!! That was funny. The only reason why there is so much DirectX out there is the same reason why there are so many MFC applications out there. It came with the installation of Visual Studio. Sadly there are very few developers out there that are able to think outside of the MS/Visual Studio box. If you said XNA was cleaner and easier way to work with, then granted I would have given you credit. But that is comparing apples and oranges. But API wise openGL and DirectX are very similar, both have their good bits and bad bits, the difference being that openGL is backwards compatible and MS breaks something each release.

  22. 'fraid you're the clueless one here. by Anonymous Coward · · Score: 3, Interesting

    OpenGL was multithreading capable from the get go. DirectX until 11.2 was single threaded only.
    DirectX uses a very different object graph proposition that puts the scene as the major component and for most indoor FPS, that is an easier concept, but those choices mean taking it outside where the scene (in a 3D construction context) is not the primary container for the "world" realised, you've got a much worse system to program. OGL was much better at the open world 3D and a little worse at the enclosed box-room preferred for early FPSs.

    DirectX development was only slightly easier, and only for a small segment of what is being done.

    1. Re:'fraid you're the clueless one here. by Bengie · · Score: 1

      OpenGL allows the context to be handed off to any thread, but that only means it's thread safe, but has nothing to say about its ability to work concurrently.

      OpenGL does not support concurrent multi-threading as all access to the single context must be serialized.

  23. I know why no DirectX 12... by Lohrno · · Score: 0

    I have it on good sources (IE: I just made this up) that DirectX will be skipping directly to DirectX 13 like how Leisure Suit Larry 4 was skipped.

  24. Well how about we hear from some others by Sycraft-fu · · Score: 2

    The thing with Valve is that they are not exactly an unbiased source. For one, their engine is pretty outdated. They are all DX9 stuff in their games. Now fair enough from a market point of view (though there are been more than a couple very successful DX10+ only titles) but talking technically that is looking at things in a rather outdated fashion. DX10 changed the way you deal with graphics cards and most developers seem to think quite a bit for the better.

    Also there's the fact that they are pushing Linux because they are really worried about the future of Steam. Valve makes stupid amounts of money doing very little with Steam. However if the Windows store takes off (something that is not at all certain, but could happen) their money pit dries up. Hence they are looking at bringing Steam to a new platform, that bring Linux.

    Finally note that their criticism was that Windows is becoming "not open". Now maybe that will end up being the case, but it is not at this point. Steam still works real well for Windows, as do all other stores. That aside they weren't saying Linux was technically superior, at least not in that talk, they were saying that it had what they needed on a technical side.

    1. Re:Well how about we hear from some others by Anonymous Coward · · Score: 0

      Yeah, and when you actually hear from some others, you're just gonna make up some reasons to dismiss those too, and so on, and so on, and so on...

      Just like the Teabaggers always want more from Obama. Birth certificate? How about long-form? Long-form? How about gene sequence? Gene sequence? Well how about gene sequence from his entire lineage back to 1492? ...

      You people are never satisfied. Since for you, it is only a "true Scotsman", if it reinforces what you already chose to believe, completely regardless of actual observations. That is what you mean with "unbiased". Everything that's not reinforcing your delusions, is "biased".
      And of course, you are utterly oblivious to how being actually "unbiased" is a physical impossibility on at least four levels (relativity, impossibility of measurement without influence, sensory bias, neural networks only being able to store bias), and how that word is only used by people to mean "doesn't fit my own bias”!

      You're such a typical dumb person, there's probably a specific name for people like youj

    2. Re:Well how about we hear from some others by phantomfive · · Score: 1

      The thing with Valve is that they are not exactly an unbiased source. For one, their engine is pretty outdated.

      So go ahead and profile it. Run some tests and let us know how it goes. I for one would be very interested in reading your results.

      --
      "First they came for the slanderers and i said nothing."
  25. It hasn't had that since Vista. by Anonymous Coward · · Score: 0

    Vista lost the DirectSound API. Almost every game uses OpenAL for that now. DirectInput is no more part of a game than the Intellimouse driver does. And given you had to use "and other" shows how used anything else is.

    There's nothing, NOTHING AT ALL, that is done by DirectInput that needs to be done by directinput.

  26. DirectX is not just for games by Beorytis · · Score: 1

    I know this news comes in the context of gaming, but DirectX has other uses, including audio & video editing. I've recently been thinking of upgrading to a new version of Sony Vegas (video editing) and notice that since the last time I bought it (~5 y.a.) they have stopped shipping it with DirectX effects (though they still support them) and are bundling OpenFX plugins instead.

  27. heise.de by allo · · Score: 1

    Why is heise.de no hyperlink, slashdot?

  28. What it really is... by JustNiz · · Score: 1

    DirectX is not going away, Microsoft are just moving it into Windows and no longer supplying updates separately. This is just a dirty marketing strategy to force gamers and other users to now have to buy/downgrade to the latest Windows OS (which to many of the more consumer-minded, translates into buying a whole new PC) if they want the latest graphics API.

    I guess this really just translates into yet another reason/opportunity for Linux to take over the PC gaming market from Windows.

  29. Microsoft is done- finished... by Anonymous Coward · · Score: 0

    Microsoft will never again get to set or create any 'standards'. DirectX has ended as an ongoing project. DirectX 11 is already in the process of accepting proprietary GPU hacks from Intel, despite Microsoft's promise this would never happen, for precisely this reason. DirectX can only get new features via proprietary hacks, so Microsoft has silently dropped the 'no hack' property of DirectX 11, returning to the old policy followed by previous versions.

    The future of GPU API support is open standards. OpenGL ES (1.0, 2.0, 3.0) is now a more important API by volume than DirectX. GPGPU (using the GPU as a general maths engine) APIs are increasingly open, with only Nvidia's successful CUDA as a notable exception.

    Microsoft is not sorry to have given up on future versions of DirectX. DX10 and DX11 were largely disasters, including hacky hardware features that were usually slower than the DX9 path, or badly conceived, like the 'auto-tessellation' hardware support that never did anything useful. DX11 promised two big things. Shader access to the MSAA sample buffer (mostly useless in practice) and multi-threaded instruction flow to the GPU (useless when it depended on Windows dreadful scheduler engine). True GPU improvements are the business of Nvidia, AMD, and the graphics/GPGPU community- not Microsoft, and Microsoft now accepts this.

    The good news is that the non-DX APIs that connect to the REAL thin driver layers are now being improved at an excellent rate, mostly due to pressure in the mobile space where GPU efficiency relates to battery life. The death of DirectX will bring no notable changes to the end users. DX9/DX11 code paths will continue to be used for years to come thanks to the new consoles from MS and Sony later this year (Sony may not be DX, but the AMD GCN hardware in that console is essentially DX11 class). Meanwhile OpenGL ES and other open APIs will continue to improve and gain in popularity and efficiency until they are ready to fully replace DirectX.

  30. Classic Shell mostly unfucks Windows 8 by tepples · · Score: 1

    I still only use at most DX9.0c as I am loving my XP experience until they unfuck newer editions of Windows.

    Classic Shell mostly unfucks Windows 8, I'm told.

  31. Only IE and Office run in Windows RT's desktop by tepples · · Score: 1

    Finally note that their criticism was that Windows is becoming "not open". Now maybe that will end up being the case, but it is not at this point. Steam still works real well for Windows, as do all other stores.

    Steam doesn't work on Windows RT. As on Windows 8, only Windows Store applications run in the "immersive" environment of Windows RT. But unlike on Windows 8, only IE and Office run in Windows RT's desktop. Perhaps Valve is trying to extrapolate Microsoft's direction from the policies that Microsoft enforces on the owner of a Windows RT device.

  32. SF2 Turbo == SF2 Hyper by tepples · · Score: 1

    What, you're skipping all the twos for Ryu?

    SF2 iterated through SF2, Champion, Turbo, Super, then settled on Super Turbo. ("Turbo", "Hyper", and "Special Champion" referred to the same iteration.) Then Capcom went and made the Alpha series as prequels to SF2 before SF3.

    But Valve fell into the same trap as Capcom: One, two, two episode one, two episode two, portal one, portal two, team fortress one, team fortress two. Valve had an opportunity to make "no threes" official (Left 4 Dead, Left 5 Dead) but left it on the table.

  33. No "DirectX 12" Maybe... by flimflammer · · Score: 2

    But there will surely be a Direct3D 12 inside the Windows Platform SDK.

    Microsoft is basically removing the individual "DirectX" brand and absorbing it into the platform SDK. Now Direct3D is just another Windows component like GDI. The idea that there will never be an update beyond what we have now is positively absurd and I feel he was either misunderstood or the translation is inaccurate.

  34. DirectDraw is also gone by Horshu · · Score: 1

    But that's because it got absorbed into Direct3D. Probably the same thing going on here.

  35. AMD would know by Anonymous Coward · · Score: 0

    ...because they write DirectX, oh, snap! Microsoft does don't they? That's like saying tomorrow will be the day that Ford gives up Mustang.