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Microsoft Confirms DirectX 12 Is Alive and Well, Demo Coming At GDC

MojoKid writes "Buzz has been building for the last week that Microsoft would soon unveil the next version of DirectX at the upcoming Games Developer Conference (GDC). Microsoft has now confirmed that its discussion forums at the show won't just be to discuss updates to DX11, but that the company is putting a full court press behind DirectX 12. The company responded sharply over a year ago, when an AMD executive claimed that future versions of the API were essentially dead, but it has been over four years since DX11 debuted. To date, Microsoft has only revealed a few details of the next-generation API. Like AMD's Mantle, it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead. Like Mantle, the goal of DirectX 12 is to give programmers more control over performance tuning, with an eye towards better multi-threading and multi-GPU scaling. Unlike Mantle, DirectX 12 will undoubtedly support a full range of GPUs from AMD, Intel, Nvidia and Qualcomm. Qualcomm's presence is interesting. With Windows RT all but moribund, Qualcomm's interest in that market may have seemed incidental. However, the fact that the company is involved with the DX12 standard could mean that the handset and tablet developer is serious about the Windows market in the long term."

127 comments

  1. Why not open source it? by Anonymous Coward · · Score: 0

    Open development, more involvement from the community, more trust. Would be good for both Microsoft and its users.

    1. Re:Why not open source it? by exomondo · · Score: 3, Insightful

      Open development, more involvement from the community, more trust. Would be good for both Microsoft and its users.

      Does it really need to be? Despite the name you will find that most OpenGL implementations aren't open source.

    2. Re:Why not open source it? by Anonymous Coward · · Score: 0

      Does it really need to be? Despite the name you will find that most OpenGL implementations aren't open source.

      I for one would not have anything against them changing that.

    3. Re:Why not open source it? by cheater512 · · Score: 4, Insightful

      But the OpenGL standard is very much open. Unlike DirectX.
      Which goes a big way to explain why it is king everywhere except Windows PCs.

    4. Re:Why not open source it? by exomondo · · Score: 1

      Well then perhaps you should get on to the graphics card manufacturers, they are the people that implement the spec for their hardware.

    5. Re:Why not open source it? by mlts · · Score: 1

      It would be nice to to see an ActiveX API be made cross-platform (Linux, OS X, iOS, Android, Windows, QNX, maybe even embedded platforms.) It definitely would beat PHIGS for an OpenGL alternative, although OpenGL is a pretty mature, stable API these days. I don't read about many horror stories by people using it for game writing.

      If it could be used on an embedded platform, this gives some interesting possibilities for new and improved UIs (although my cynical side things it would be used for meaningless fluff as opposed to UI elements that are actually worth having.)

    6. Re:Why not open source it? by exomondo · · Score: 1

      But the OpenGL standard is very much open. Unlike DirectX.
      Which goes a big way to explain why it is king everywhere except Windows PCs.

      How so?

    7. Re:Why not open source it? by Anonymous Coward · · Score: 0

      the companies that write the opengl drivers are the same companies that write the directx drivers. the exception to that (the groups that have access to the opengl spec by virtue of it being open but dont have access to the directx spec) is mesa and nouveau but those are hardly driving opengl adoption, barely anybody uses them.

      the more pertinent point is why would anybody develop a directx driver for linux? as it is the opengl spec is open and the drivers built by virtue of that are available on very limited platforms for very limited hardware and are still far behind feature-wise.

    8. Re:Why not open source it? by Anonymous Coward · · Score: 0

      It would be nice to to see an ActiveX API be made cross-platform (Linux, OS X, iOS, Android, Windows, QNX, maybe even embedded platforms.) It definitely would beat PHIGS for an OpenGL alternative, although OpenGL is a pretty mature, stable API these days.

      Having a good open standard developed by various collaborators in the industry is going to be more beneficial here especially in the case where hardware makers need to be the ones to support it. I cant see them feeling that creating both an opengl and directx implementation for every piece of hardware and every platform they support being of particular benefit for them especially when most of them contribute to and are part of developing the opengl standard already anyway.

    9. Re:Why not open source it? by symbolset · · Score: 4, Insightful

      The purpose of the existence of DirectX is to prevent cross-platform solutions.

      --
      Help stamp out iliturcy.
    10. Re:Why not open source it? by gbjbaanb · · Score: 2

      all but xbox consoles, mobile, Max and Linux. Mobile itself it a huge reason to use OpenGL - only one that supports Dx is Windows.

      So you choose: DX and support Windows, or OGL and support everything. I know a lot of game companies are choosing the latter, mainly because they have to to support iOS and Android, they don't have the option to back-port to DX, especially when they can trivially port their OGL code to Windows anyway.

    11. Re:Why not open source it? by exomondo · · Score: 1

      Yes but being an open standard has nothing to do with that, the key implementers also have access to the DirectX spec. The confinement of DirectX to Windows-based platforms is simply due to Microsoft restricting the API to those platforms. If they suddenly provided that API on other platforms the graphics driver writers would just write DirectX drivers for those platforms the same way that they do for OpenGL because they already have the DirectX spec. What you wouldn't get without an open spec is a Mesa implementation.

    12. Re:Why not open source it? by cheater512 · · Score: 4, Insightful

      So your saying that if Microsoft opened up DirectX it would be possible to use on the same devices where OpenGL is used now?

      No shit sherlock. Then DirectX would be as *open* as OpenGL.

      Being a open standard has everything to do with OpenGL's adoption.

    13. Re:Why not open source it? by Dunge · · Score: 1, Insightful

      No, the purpose of DirectX is to make the best graphics API available so that developers use it, and it's doing an awesome job at it. The fact that is not cross-platform is only because Microsoft don't see any advantages at working for free and doing it, why would they?

    14. Re:Why not open source it? by exomondo · · Score: 2

      So your saying that if Microsoft opened up DirectX it would be possible to use on the same devices where OpenGL is used now?

      No, that isn't what I'm saying at all, the spec is Windows-specific and even if it wasn't it would require the hardware manufacturers - that already have the spec anyway - to write platform-specific implementations of DirectX for their hardware. Opening up the spec would do nothing because what influential company would get it that doesn't already have it? And what good would an open spec do for platform portability when the spec is platform-specific?

      The way they could support more platforms is by changing the spec to make it portable, all the hardware manufacturers have access to it already anyway so opening it won't change anything.

    15. Re:Why not open source it? by Anonymous Coward · · Score: 2, Interesting

      I used to use DirectX for some data visualization software (and occasional game in my free time) because it was easy to use and the systems our software was going to be used on was Windows anyway. But times change, we switched to OpenGL when we wanted to support other systems. An amusing benefit was being able to access features in Windows XP that people said couldn't handle it, a lie MS told about DirectX 10. If MS's top priority was making the best graphics possible, they could have gone with OpenGL, made it better (or some weird variation at least), then have the developers benefit both from contributions from MS and contributions from others. instead, they are forcing a choice, and more and more developers don't have the option of choosing DriectX, and not really missing it afterwards.

    16. Re:Why not open source it? by Anonymous Coward · · Score: 0

      Sigh... "you're"

    17. Re:Why not open source it? by strstr · · Score: 2

      Developers use DirectX because its superior and more advanced, and does more things right.

      OpenGL takes longer to be updated and they took paths that led the format to be cumbersum and less optimized.

      DirectX became king after version 9 was released because they essentially scrapped the old API, made many renovations that were necessary, whereas OpenGL has been identical from the beginning. Apparently very antiquated and doesn't do modern things as well.

      its true that OpenGL is used on other platforms, but only because its the only solution and DirectX isn't available...

      Here is John Carmacks comments which basically state the same thing.. http://www.bit-tech.net/news/g...

    18. Re:Why not open source it? by Anonymous Coward · · Score: 0

      I think probably Microsoft has some deal with graphics manufacturers that they won't expose the DirectX interfaces on any platform but Windows. It's not a case of they have the spec, they can do what they like.

      There's a lot of Microsoft code between the driver and the API, anyway. It's not like OpenGL where each manufacturer reimplements the spec from scratch. I'm guessing that any cross-platform reimplementation by graphics vendors would be fought by Microsoft, since DirectX version bumps are one of the main ways they pressure users to upgrade Windows.

      I'm just glad OpenGL finally escaped the 90s and dropped all the legacy crud, even if the clean API ended up being called 'OpenGL ES' after longs peak was ditched.

    19. Re:Why not open source it? by wertigon · · Score: 1

      While this was sorta-kinda true five years ago, a *lot* has changed since then.

      The OpenGL specification has one big fundamental advantage over Direct X, namely, extensions. While extensions certainly aren't perfect, they do allow you to include new functionality in OpenGL - in DirectX, if you got a new technology, you have to wait for Microsoft to implement this.

      Furthermore, OpenGL 4.4 has all features of DirectX 11 has and then some. It is about as easy if not easier to develop for, and is even faster[1] than DX11. DX11 is a good API, but it's getting outdated.

      Shame that the XB One won't be able to utilize DX12...

      Further reading: http://wccftech.com/open-gl-di...

      [1] http://www.extremetech.com/gam...

      --
      systemd is not an init system. It's a GNU replacement.
    20. Re:Why not open source it? by wertigon · · Score: 2

      Oh, yes, one more point to note;

      OpenGL is now the dominant API on around 80% of all computing devices (Smartphone+Tablet+PC).

      --
      systemd is not an init system. It's a GNU replacement.
    21. Re:Why not open source it? by Anonymous Coward · · Score: 1

      No, because if they opened it, it wouldn't matter. Linux still would need a wrapper to support direct X or a rewrite. It's software written for windows in mind, it's not some mysterious clouded secret. Microsoft makes it easier for Developers to work with hardware on their platform, it was written from the ground up to run on windows, opening it wouldn't help Linux because well... Linux doesn't handle things in the same way, it's really just that simple.

    22. Re:Why not open source it? by sproketboy · · Score: 1

      No. The purpose of the existence of DirectX is to prevent cross-platform solutions.

    23. Re:Why not open source it? by Bengie · · Score: 1

      The OpenGL specification has one big fundamental advantage over Direct X, namely, extensions.

      What's the point of a standard API if it's riddled with tons of custom extensions?

    24. Re:Why not open source it? by wertigon · · Score: 1

      No, the extensions aren't standard, that's true. It's not a perfect solution. But if you want to use a new nifty feature not yet standardised by OpenGL, you do not have to wait for the ARB to get their shit together. You as a developer can use it and then with minimal fuss port your non-standard extension to the standard when it becomes available. DirectX does not have that advantage.

      This is a major advantage if some new technology shows up, like say geometry shaders. OpenGL supported geometry shaders from day one - but through proprietary extensions. These then trickled down to the specification. Even if it's invented elsewhere OpenGL can take advantage of it basicly instantly. It's not standard - true - but it's there and if it's a good idea it will most probably become standard.

      Similarly, I have no doubt extensions will show up that will implement these new DX inventions, should they prove to be helpful.

      --
      systemd is not an init system. It's a GNU replacement.
    25. Re:Why not open source it? by exomondo · · Score: 1

      I think probably Microsoft has some deal with graphics manufacturers that they won't expose the DirectX interfaces on any platform but Windows. It's not a case of they have the spec, they can do what they like.

      They do have the spec, that's how they implement it on Windows, if they didn't have the spec they wouldn't be able to implement it. It's the agreement that they don't do cross-platform implementations that stops them.

    26. Re:Why not open source it? by Anonymous Coward · · Score: 0

      No. The purpose of the existence of DirectX is to prevent cross-platform solutions.

      But it doesn't. You can do cross-platform solutions in OpenGL, the only reason to use DirectX over OpenGL on Windows is if DirectX is a superior graphics API. Developers could use OpenGL on Windows just like they do for all the other platforms but the superiority of DirectX means that most often they write a DirectX-based renderer as well and use that path on Windows.

  2. Better be for Windows 7 by Anonymous Coward · · Score: 2, Insightful

    or devs Will not use it

    1. Re:Better be for Windows 7 by Anonymous Coward · · Score: 1

      Please don't speak for Will, if he has anything to say about this I'd like him to chime in himself.

    2. Re:Better be for Windows 7 by Joce640k · · Score: 5, Informative

      LOL! You must be new here....

      Every release of DirectX has been used as a tool to try to get people to upgrade their version of Windows. This will be no different.

      --
      No sig today...
    3. Re:Better be for Windows 7 by Dunge · · Score: 0

      It was necessary evil to be able to publish new video driver model architecture with neat features, get over it.

    4. Re:Better be for Windows 7 by Frobnicator · · Score: 4, Informative

      Better be for Windows 7 or devs will not use it

      Perhaps you missed the announcements that have been coming from Redmond for nearly a decade. The core components, such as Direct3D and DirectInput, are considered part of the operating system .

      Starting with Vista the version of DirectX is incremented with the version of the Windows SDK, and no back porting will take place. (powerpoint)

      Since many people didn't catch it, they re-announced it with the platform update for WIndows 7: If you want DX11.1, you must get the service pack update .

      The have already said announcement at GDC will not deviate their course; DirectX 12 is being announced late March as part of a series of press releases right before the new Windows SDK for the 8.1 Update is released in April. All of the updates are part of the Windows SDK for 8.1 Update. , much like the Windows 7 Update where they released a new Windows SDK to accompany it..

      And a fifth time, just in case you missed it: Effective 2006, Microsoft has stopped distributing individual DirectX packages. It is now a core operating system component. They have not backported the drivers for nearly a decade, and they have repeatedly told people that the backports are gone. It will not be on Windows 7.

      Got it? Can it be made more clear?

      XP = DX9c. Vista = DX10. Vista SP1 = DX10.1. Vista SP2 = DX10.2. Win7 = DX11. WIn 7 SP1 = DX11.1. Win 8 = DX11.1. Win 8.1 = DX11.2. And now it looks like Win 8.1 SP1 = DX12. It really shouldn't be that difficult to grasp.

      --
      //TODO: Think of witty sig statement
    5. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Of course it was, both times. Your naivety is amusing now run along back to your masters shill.

    6. Re:Better be for Windows 7 by Frobnicator · · Score: 1

      The core components, such as Direct3D and DirectInput, are considered part of the operating system [microsoft.com]

      Considering how they are tied to windows core components, I suppose there is a slim chance that Windows 7 SP2 could potentially include DX12 in it.

      Of course, there is also a slim chance the Easter Bunny will bring me solid gold eggs and Santa will fill my stocking with hundred dollar bills. I'd much prefer either of those.

      --
      //TODO: Think of witty sig statement
    7. Re:Better be for Windows 7 by Baloroth · · Score: 4, Informative

      XP = DX9c. Vista = DX10. Vista SP1 = DX10.1. Vista SP2 = DX10.2. Win7 = DX11. WIn 7 SP1 = DX11.1. Win 8 = DX11.1. Win 8.1 = DX11.2. And now it looks like Win 8.1 SP1 = DX12. It really shouldn't be that difficult to grasp.

      Perhaps it shouldn't, but considering that you got it wrong, as Microsoft added DX11 support to Vista, obviously it's slightly more difficult to grasp than you seem to think it is.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    8. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Has that ever worked? IIRC, DX10 did not help vista at all and it was basically shunned until XP was EoLed and win7 came out.

    9. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Both times? The driver model changed going from XP to Vista. That's it.

    10. Re:Better be for Windows 7 by sexconker · · Score: 1

      The core components, such as Direct3D and DirectInput, are considered part of the operating system [microsoft.com]

      Considering how they are tied to windows core components, I suppose there is a slim chance that Windows 7 SP2 could potentially include DX12 in it.

      Of course, there is also a slim chance the Easter Bunny will bring me solid gold eggs and Santa will fill my stocking with hundred dollar bills. I'd much prefer either of those.

      There is no plan for Windows 7 SP2.
      Windows 9 would have to be delayed by over a year, with sales of 8.1 remaining flat before they even consider it.

    11. Re:Better be for Windows 7 by Barlo_Mung_42 · · Score: 1

      I wouldn't even say it's evil, just necessary.

    12. Re:Better be for Windows 7 by Billly+Gates · · Score: 4, Informative

      DirectX11 was back ported to Vista.

      The reason DirectX 10/11 was not backported to XP was not because of mean old bad microsoft but rather WinXP is such an obsolete archaic OS that is fundamentally different.

      The driver model of NT (pre Vista) does not include WDDM (Windows Device Display Manager) which includes composition and GPU based threading and schedule control etc. One of the strongest reasons to ditch Xorg in the Unix world is because of features like this that Wayland promises to integrate because it is fundamentally different.

      Also explains why XP is stuck at IE 8 due to no hardware acceleration ... in addition to no kernel level sandboxing either for security.

      Microsoft can't play the old 1990's game where we buy which ever version and hang out at CompUSA at 12am to get it anymore. MS found out the shocking way developers resistant to technology in IE 6 last decade. MBA's look at marketshare now so if I were a betting man my guess would be DirectX 12 will be ported. If not then it will be suicide as XBoxONE won't use it and developers want to target both for maximum profit generation which is why DirectX 9 stayed for so long too.

      Windows 9 will be very similar to Windows 7 as there is no reason for radical changes other than perhaps power management. It wont be that much of hassle as MS easily backported many IE 10/11 features to Windows 7 in just a month or two after the Windows 8 releases. Windows 7 at least has a WDDM unlike XP.

       

    13. Re:Better be for Windows 7 by gbjbaanb · · Score: 2

      both times: from XP to Vista, and then with Vista to Win7 sp1 - DX10 and then DX11.1

    14. Re:Better be for Windows 7 by yuhong · · Score: 1

      MS abandoned the old DX redists after 9.0c released in Aug 2004.

    15. Re:Better be for Windows 7 by yuhong · · Score: 1

      DirectX11 was back ported to Vista.

      Even that was done in a completely different way from the old DX redists, the last of which was released in 2004.

    16. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      How can DX be tied to windows core components when MS is promising that the latest version gives developers access to the "bare metal"??

    17. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Except drivers for Vista will work in Windows 7 and Windows 8.

    18. Re:Better be for Windows 7 by Joce640k · · Score: 0

      Don't forget that DX11.1 mysteriously started working on Windows XP when Microsoft decided it could:

      http://www.microsoft.com/en-us...

      ( System requirements: Windows XP Service Pack 2 )

      --
      No sig today...
    19. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      what a fucking idiot

    20. Re:Better be for Windows 7 by mcl630 · · Score: 3, Informative

      Later on...guess what? Microsoft decided to allow DX11 to run as well: http://www.microsoft.com/en-us...

      Wrong... the update you linked only installs the latest updates to DX9.0c when installed on XP. It does not add DX10 or DX11 to XP. When installed on Vista or 7 it includes DX10 and DX11.

    21. Re:Better be for Windows 7 by mcl630 · · Score: 2

      Read the comments in the link you posted, that update does not add DX10 or DX11 to XP, it only updates DX9 when installed on XP.

    22. Re:Better be for Windows 7 by Anonymous Coward · · Score: 1

      That links to the DX9 redist. Look at details, it says version 9.29.1974.

    23. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Tell that to the guys who ported DirectX10 to WindowsXP.

    24. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      In which fantasy world did that happen?

    25. Re:Better be for Windows 7 by Dunge · · Score: 1

      LOL! no... it don't.

    26. Re:Better be for Windows 7 by Dunge · · Score: 0

      You are the naive one in this situation. Just because it look like a good opportunity to hate Microsoft doesn't mean that you are right.

    27. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      I can only assume you're talking about Alky, a project written by Daeken/Cody Brocious that was never released. It also wasn't a "port" of DirectX 10 so much as a DirectX 10 API compatible wrapper around OpenGL. Again, it was never released in a working state.

    28. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      How many times are you going to pump this lie?

    29. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      Look at it this way, if so it will just encourage more devs to go OpenGl, making porting to OSX and Linux easier. So thanks for supporting other OS's Microsoft, you're continued dedication to such is appreciated!

    30. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      He's a an Apple shill. In lieu of having a real job, he sits around Starbucks all day spreading anti-MS FUD.

    31. Re:Better be for Windows 7 by edxwelch · · Score: 1

      In theory Microsoft could release DirectX 12 as Windows 7 SP2, just the same way they did for DirectX 11.1.
      That might seem unlikely, but Mantle supports Windows 7, so if they want to prevent Mantle from getting popular they might have to consider it.

    32. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      No, it didn't so I suspect you have never tried it. Even the first 2 comments on the linked website confirm it:

      Nick-C Sep 1, 2010 at 6:09 PM
      That is just the latest version of DirectX - if you install it on XP you will only be able to use DirectX 9 still, if you install it on Windows 7 then it will also update the DirectX 10 and 11 components too.

      Rick_B Sep 1, 2010 at 7:08 PM
      This is what I was suspecting, as when I installed the Web installer, it only installed up to 9. I have posted several questions to the ERP forum that was recommending this asking for clarification.

    33. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      lol gbjbaanb thinks directx is a driver lol

    34. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      LOL! You must be new here....

      Every release of DirectX has been used as a tool to try to get people to upgrade their version of Windows. This will be no different.

      Not really, Windows XP shipped with DX8 IIRC, they gave out DX9 for free which could be installed on Windows 2000 as well.

      MS only tried that with Vista and DX10, there were technical reasons why it would not work on XP but the major thing was that they were real dicks about it by trying to buy off developers to make Xbox360 exclusive games that were ported to Windows using DX10 instead of DX9 to shove Vista forwards. DX10 was not a problem in itself, it was MS' [anti-]marketing strategy, as always.

    35. Re:Better be for Windows 7 by wertigon · · Score: 1

      XBOne can't use DX12. Reason being, the hardware in XBOne is not DX12 compatible. I can't see how a GPU manufactured atleast 9 months earlier than DX12 release will ever be compatible with DX12.

      --
      systemd is not an init system. It's a GNU replacement.
    36. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      What a crock of shit. My DX10 graphics card supports DX11. And AMD aren't going to suddenly stop using GCN architecture just because MS release a new API revision. Of course DX12 is compatible with GCN, and therefore with XBone. It's all in software now anyway, it's not like DX12 is going to introduce new texture formats. It's an API change to move with the times and get more like libgcm/libgnm/mantle; there won't be any new hardware requirements.

    37. Re:Better be for Windows 7 by Blaskowicz · · Score: 1

      It changed between Windows 7 and 8.1, actually. The features in DirectX 11.2 depend on it (not that consumers need to care about 11.2 features in the immediate term).
      This makes it likely that D3D 12 will only run on Windows 8.1 and/or later.

      The update from Vista to 7 doesn't count since it was backported to Vista and drivers provided by the hardware vendors were updated. But going from 7 to 8.1 some video cards are unsupported, notably Radeon 2000/3000/4000. If you have such a card you have to stay on Windows 7 or use linux with its own painful driver situation in this case (use Ubuntu 12.04 or similar to use the abandoned closed driver, or use Gentoo, Arch, Ubuntu 14.04 to try and see if the open driver now works properly)

    38. Re:Better be for Windows 7 by Alarash · · Score: 1

      You can't deny that this helped and made Windows the platform of choice for PC video gaming. So by that standard, they did a great job. Now of course I would prefer that they opened the spec so people could make a Linux version, and maybe they will do that if they decide that Xbox makes more money than people buying Windows licenses to play games minus the development costs of DirectX. That's a different topic.

    39. Re:Better be for Windows 7 by Dutch+Gun · · Score: 1

      XBOne can't use DX12. Reason being, the hardware in XBOne is not DX12 compatible. I can't see how a GPU manufactured atleast 9 months earlier than DX12 release will ever be compatible with DX12.

      Firstly, it's not necessarily the case that DX12 will require brand new hardware features. It will probably, in fact, simply require some minimal baseline set of hardware in order to be "compliant", and it's highly likely that relatively recent mid-to-high-end cards will support that minimal set. Don't forget that MS doesn't create these DirectX standards in isolation. They're naturally working very closely with the three major videocard manufacturers to ensure proper hardware and driver support, or the whole thing is completely pointless.

      Secondly, Microsoft created both XBone and DX12, so it's likely the teams have talked to each other and ensured future compatibility. It seems highly unlikely that MS's flagship console would be missing critical features required for DX12. That would essentially cripple it out of the gate, stalling mass adoption for years like what happened with DX10/11 because of Windows XP and the Xbox 360 minimum requirements. It would be a monumentally stupid and shortsighted thing for them to do.

      Then again, we have Windows 8, so I guess anything is possible.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    40. Re:Better be for Windows 7 by Anonymous Coward · · Score: 0

      DirectX is not a driver model, you fucking moron. And no, the driver model did not change between Windows 7 and 8. You can use the exact same drivers on both and Vista too. Stop talking out of your ass.

    41. Re:Better be for Windows 7 by Blaskowicz · · Score: 1

      Windows 8.1 has WDDM 1.3 you smart ass.

  3. Great News! by exomondo · · Score: 2

    If only for the fact that it will push OpenGL forward. Mantle looks promising (and should support non-AMD GPUs as well) but is still some time away from public release.

    1. Re:Great News! by InvalidError · · Score: 1

      Since AMD was very clear that Mantle only works with their GPUs based on GCN architecture, it seems to imply that although the API might be portable to other GPUs, the amount of middleware necessary to bridge the gap between the API and other architectures may not be worth the trouble - at least too much trouble to bother porting it to their own older GPUs. It certainly won't be if DX12 delivers on most of those closer-to-the-metal promises.

    2. Re:Great News! by exomondo · · Score: 2

      Since AMD was very clear that Mantle only works with their GPUs based on GCN architecture

      No actually they were very clear it does not require GCN architecture, it works with GCN cards but does not require it. See the "Multi-Vendor" slide here.

      Mantle is designed to be a thin hardware abstraction:
      -Not tied to AMD's GCN architecture

    3. Re:Great News! by InvalidError · · Score: 1

      That article merely says that GCN is not mandatory.

      Just because you can beat the API into "working" on something else does not mean it will be as efficient. Mantle was designed around GCN so the API likely has tons of things that map almost exactly 1:1 with GCN hardware but not necessarily quite that neatly on anything else. That's where the extra middleware comes in.

      If you read the conclusion of your cited article, they say exactly what I said, albeit in different words: Mantle's roots are likely too close to GCN to be truly portable between vendors (or AMD's own previous and possibly future post-GCN architectures) unless other vendors change their architectures to something more GCN-like.

      AFAIK, AMD never answered when asked what will happen to Mantle beyond GCN - apart from saying GCN would be around for the foreseeable future.

    4. Re:Great News! by exomondo · · Score: 1

      Everything you say is just speculation and given they also explicitly say: "Mantle would be a much more efficient graphics API for other vendors as well" I don't think I would put much stock in your assessment. Moreover just because you have middleware doesn't suddenly make it inefficient.

    5. Re:Great News! by InvalidError · · Score: 1

      Which is more efficient?
      1- a GPU architecture that can accept API calls almost straight-through
      2- a GPU that requires middleware to re-arrange code and data going through the API

      Can you honestly tell me AMD did not coordinate Mantle and GCN design efforts to provide close to the thinnest middleware layer possible between the API and GCN? Can you honestly tell me the middleware for other architectures won't be thicker to match API features GCN handles natively but other GPUs have no native direct equivalent for? Can you honestly tell me a thicker middleware is going to perform equally well?

      I'm not saying there won't be any performance benefits for other vendors. Just that the decks are almost certainly stacked in AMD's favor to some potentially non-negligible extent. Unless Nvidia decides to adopt Mantle, we will never find out exactly how much that is.

    6. Re:Great News! by exomondo · · Score: 1

      Which is more efficient?
      1- a GPU architecture that can accept API calls almost straight-through
      2- a GPU that requires middleware to re-arrange code and data going through the API

      Obviously the former, but Mantle, OpenGL, Direct3D, Glide, RRedline, Heidi are all the latter so what is your point? Even if Mantle is slightly more 1 than 2 on some hardware that doesn't mean that it's not going to be better than the incumbents.

      Can you honestly tell me AMD did not coordinate Mantle and GCN design efforts to provide close to the thinnest middleware layer possible between the API and GCN?

      Why would I? I'm sure they probably did, that still means nothing in comparison to other vendors and APIs.

      Can you honestly tell me the middleware for other architectures won't be thicker to match API features GCN handles natively but other GPUs have no native direct equivalent for?

      Why would I? It probably will, but that doesn't mean it's worse than OpenGL or Direct3D.

      Can you honestly tell me a thicker middleware is going to perform equally well?

      Again, why would I? I think it's obvious that the more functionality that is in software as opposed to hardware the slower it will be.

      I'm not saying there won't be any performance benefits for other vendors. Just that the decks are almost certainly stacked in AMD's favor to some potentially non-negligible extent.

      Of course, we already know that, they developed Mantle.

      The point is that they have said it is going to be much more efficient even on non-GCN architectures and while I'm not going to buy into that I don't see any reason to dismiss it just because Mantle was designed around GCN. There is going to be API overhead, there will always be API overhead and we already have it with existing APIs.

    7. Re:Great News! by Mashiki · · Score: 1

      Who do you think you are? Nvidia, where they went out of their way to break physx if you have a AMD card installed in your system.

      --
      Om, nomnomnom...
  4. Ummm, let me guess... by eyepeepackets · · Score: 1

    ...requires Windows 8.1 or better and Bing on the desktop.

    --
    Everything in the Universe sucks: It's the law!
    1. Re:Ummm, let me guess... by kthreadd · · Score: 1

      As long as I can use it from VB6 I'm happy.

    2. Re:Ummm, let me guess... by dhalsim2 · · Score: 1

      Hopefully not.

      But seriously, when Microsoft started paying people to use Bing, I switched and haven't looked back. The search results are pretty good and I've already made $6.53 in the past month. :)

    3. Re:Ummm, let me guess... by Anonymous Coward · · Score: 0

      Bing is a better search engine than Google and I've already gotten several rewards through it. It's always a nice surprise to get free gift cards.

    4. Re:Ummm, let me guess... by Anonymous Coward · · Score: 0

      Don't forget the account for both the Windows store and SkyDrive as absolutely necessary prequisites.

  5. or... by JustNiz · · Score: 1, Insightful

    >>> However, the fact that the company is involved with the DX12 standard could mean that the handset and tablet developer is serious about the Windows market in the long term." ...Or it could mean that even though they already know Windows phone is almost certainly dead, being seen to be playing nice with Microsoft is worth the relatively small cost of 1 developer who is only actually working on this in any otherwise slack time.

    1. Re:or... by im_thatoneguy · · Score: 1

      I wouldn't describe the Windows Phone market as "dead". It's doubled in the last 12 months and it looks like Microsoft has given up on it being a premium iPhone competitor which opens it up to competing with the crappy android hardware that's flooded the market.

      With 1B smartphones sold each year even a 5-10% runner up represents a pretty substantial market for Qualcom.

  6. so basically... by JustNiz · · Score: 1

    >> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.

    Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.

    I wish the rest of Windows would go that way too.

    1. Re:so basically... by Billly+Gates · · Score: 1

      >> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.

      Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.

      I wish the rest of Windows would go that way too.

      Much of the speed of Mantle over OpenGL and DirectX have to do with the CPU processing draws to the screen. If you have an older Phemon II but with a decent card (my own system) doing this in GPU benefits. DirectX 12 will look at cpu vs gpu functions and execute on either depending on which is faster.

      Basically it is a bottleneck as the GPU sits there waiting for the cpu in many games and if hardware in the GPU can do these things it takes the load off the CPU so the GPU can thread efficiently. In other words it is like blocking threads for regular systems programmers.

    2. Re:so basically... by Pinky's+Brain · · Score: 1

      DirectX has handles, Mantle probably has pointers ... that's where I think much of the speed will come from.

    3. Re:so basically... by Anonymous Coward · · Score: 2, Interesting

      >> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.

      Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.

      I wish the rest of Windows would go that way too.

      Not at all, DirectX is actually surprisingly efficient, however modern GPU's nowadays are at the point where the bottleneck is now the CPU's ability to feed it. This has meant a rethink in the architecture with things like mantle to allow more offloading of the processing direct to the GPU, people don't seem to understand even mantle still requires DirectX or OpenGL on top of it, mantle is really more a replacement for a layer within these API's, not a complete API replacement.

    4. Re:so basically... by mikael · · Score: 1

      Last time I checked, DirectX 11 had descriptors for all the different attributes of the pipeline, while OpenGL still had the state management functions that managed them indirectly. With both drivers, you are managing buffer blocks of data to read data from and writing to - these may be on the CPU or GPU side (textures, vertex buffer objects, transform feedback buffers, framebuffer objects, uniform buffer objects, shader storage objects). You just set what you need, and just call a draw function. Everything gets sucked in and blasted out. The crazy thing is that you'll can have 100+ lines of setup code with error checking just to make that one draw call.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    5. Re:so basically... by exomondo · · Score: 1

      DirectX has handles, Mantle probably has pointers ... that's where I think much of the speed will come from.

      "Handle" is a generic term for a reference to a resource - which often means pointer. Where would you get a massive speed increase from?

    6. Re:so basically... by Anonymous Coward · · Score: 0

      ummmm a handle IS A pointer, it is merely the term for a pointer to a resource. and no mantle doesn't get its speed that way at all, It gets it speed by not making the draw calls one at a time like current OpenGL/DirectX do natively, in effect feeding the GPU in much larger chunks rather than 100's of draw calls per frame. the net effect being the GPU can work harder while the CPU can work less.

  7. Jerks by mc6809e · · Score: 1

    These sorts of announcements have the effect of freezing developers and keeping them from moving to superior technology.

    They would have done nothing if not for AMD and now they're going to steal AMD's thunder.

    This sort of thing makes my blood boil.

    If you're a developer out there, please, don't let Microsoft get away with this.

    1. Re:Jerks by jones_supa · · Score: 4, Informative

      Mantle seems to have woken up the OpenGL folk too.

    2. Re:Jerks by DaHat · · Score: 2

      These sorts of announcements have the effect of freezing developers and keeping them from moving to superior technology.

      Which developers are you talking about? I'd wager that the biggest money makers and users of these APIs (AAA game developers) already have good enough relationships with Microsoft, Sony, etc where under NDA they are able to offer feedback on existing and proposed API/platform directions and allow themselves to be in sync with where it is going.

    3. Re:Jerks by exomondo · · Score: 2

      If you're a developer out there, please, don't let Microsoft get away with this.

      So what should I do instead? AMD hasn't even released Mantle so this doesn't have the effect of 'freezing developers' at all. I'm primarily an OpenGL developer rather than DirectX but I always like when a new version of DirectX ships as that has an impact on pushing OpenGL forward. But do you really think developers should freeze development and wait for AMD to give us Mantle? I don't, I'll judge it when it's released but I'm not making a call on it now (same goes for DX12).

    4. Re:Jerks by im_thatoneguy · · Score: 1

      AMD wouldn't have done anything if it weren't for Epic and Valve etc. AMD is responding to developer requests for more baremetal access. The developers who have been talking to AMD and NVidia are also talking to Microsoft and the OpenGL consortium and everybody in between.

    5. Re:Jerks by edxwelch · · Score: 1

      The OpenGL presentation is given by Nvidia (not AMD as suggested by your link). This amounts to Nvidia's response to Mantle - they obviously will never implement Mantle, instead try to improve existing APIs

    6. Re:Jerks by Dutch+Gun · · Score: 1

      If you're a developer out there, please, don't let Microsoft get away with this.

      Developer here. Get away with what? No one is going to put their game on hold waiting for a new version of DirectX. You're barely starting to see DirectX 11 required games finally emerge, now that XP and the 360 are rapidly diminishing platforms of importance, and you're worried about MS creating a new version of DX? It's been four years since DX11 was released, you know.

      Besides, with it's relatively new policy of tying new versions of DX to OS upgrades, you won't have to worry about games supporting DX 12 exclusively until relatively few people are left on Windows 7 (assuming they don't back port it). The only way you'd see a rush to adoption of DX12 is if:

      * A reasonable percentage of modern graphics cards already meet the minimal DX 12 requirements
      * DX 12 was made available on Vista and better OSes
      * DX 12 became the XBone's preferred API

      If not, we're going to see exactly what we saw with DX 10 and 11, which was a slow trickle of adoption as older technologies are slowly phased out. What really hurt was that both XP and the 360 ended up hanging around a lot longer than folks expected. This time around, it could very well be Window 7 that ends up creating a long-term lock-in at DX 11.0 as a minimum requirement.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    7. Re:Jerks by Dutch+Gun · · Score: 1

      These sorts of announcements have the effect of freezing developers and keeping them from moving to superior technology.

      Which developers are you talking about? I'd wager that the biggest money makers and users of these APIs (AAA game developers) already have good enough relationships with Microsoft, Sony, etc where under NDA they are able to offer feedback on existing and proposed API/platform directions and allow themselves to be in sync with where it is going.

      Correct. It always depended a bit on the company, but the engine teams graphics programmers generally talked both with MS as well as hardware vendors about upcoming technologies on a semi-regular basis. A number of years ago a programming team I was on visited MS to give some feedback on upcoming features (I think it was maybe for DX8? So yeah, a while ago). We'd also get the latest and greatest reference hardware to test with too, which was always fun. Now that I've gone indie I have to buy my own hardware like everyone else again... :-(

      --
      Irony: Agile development has too much intertia to be abandoned now.
  8. Open means standard not source by Anonymous Coward · · Score: 0

    ...and that is trumps open source for most of us.

    From the invaluble wikipedia http://en.wikipedia.org/wiki/Khronos_Group "The Khronos Group is an American not-for-profit member-funded industry consortium based in Beaverton, Oregon, focused on the creation of open standard, royalty-free application programming interfaces (APIs) for authoring and accelerated playback of dynamic media on a wide variety of platforms and devices." Note this is not just opengl.

    I am not sure why the original poster has been modded down. OpenGL suffered from the very same bitcruft that DirectX suffers from today until The Kronasgroup "companies including ATI Technologies, Discreet, Evans & Sutherland, Intel Corporation, NVIDIA, Silicon Graphics (SGI), and Sun Microsystems. It now has roughly 100 member companies" got their shit together.

    1. Re:Open means standard not source by exomondo · · Score: 1

      ...except when the comment title explicitly says "open source": Why not open source it?.

  9. The driver whip by uCallHimDrJ0NES · · Score: 1

    This is the way they force us to upgrade, which in turn forces peripheral manufacturers to write Windows 8.1 drivers, for which they get paid nothing. It really is a sick little cycle. I'm tired of watching it.

    --
    Cloudiot: A person who does not see offsite storage as a way to lose control over access to his or her own data.
  10. Nice by Dunge · · Score: 4, Informative

    Slashdot is filled with haters, but just to do the inverse I'm really happy about this. DirectX always been top-notch, high-tech and the easiest API to work with for developers along with the best performance from shaders (yeah I know OpenGL have more brute draw calls per sec). This will push graphic technology forward. I'm very eager to see it, and I'm happy that Microsoft is still going because ATI Mantle was limited to a single vendor and couldn't succeed for this only reason.

    1. Re:Nice by asmkm22 · · Score: 1

      Except that DX 12 will more than likely require Win 8, so it will be a mostly underutilized option.

    2. Re:Nice by aliquis · · Score: 1

      Except AMD Mantle isn't limited to a single vendor? Supposedly? In the future? If someone want to implement it? =P

      Whereas DirectX kinda is :)

      Then again it's more popular and relevant as is.

    3. Re:Nice by kayoshiii · · Score: 1

      How is DirectX not a single Vendor technology? sure you can run more than one companies hardware.

    4. Re:Nice by drinkypoo · · Score: 1

      DirectX always been top-notch, high-tech and the easiest API to work with for developers

      Really? How about back when it was impossible to plot a simple pixel on a D3D window without using GDI?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  11. Windows 9 by Anonymous Coward · · Score: 0

    Of course its being worked on. And of course it'll be Windows 9 exclusive.

  12. Fucking idiotic by Anonymous Coward · · Score: 2, Insightful

    Unbelievable. Another brand new graphics API to front the graphics hardware so that developers have to completely rewrite their software yet again.

    People need to get over their damn obsession with "new versions" and remember what the point of a programming API really is. It is to provide a stable and comprehensive interface for doing a task so that developers do not need to hit a moving target or relearn their entire skillset every six months. The reason OpenGL was so successful was that it did not try to capture the current state of graphics hardware. Instead, it captured the essential aspects of a 3D graphics pipeline and created an API for that, and let the drivers handle mapping features to hardware. With this model, OpenGL 1.x was stable for decades. You could run the exact same software on a pure-software implementation on your dinky home PC that you could on the pure-hardware big-iron SGIs. The only difference was in how fast it ran, there was no changing how you interfaced with the hardware, there was no learning an entirely new way of doing things.

    Fundamentally a 3D pipeline involves vertex transformation, rasterization, and pixel coloring. That's it. OpenGL 1.x captured this beautifully with its interface for specifying vertices for primitives (triangles), setting up the matrix transformations, and specifying the coloring and interpolation modes. It was simple and effective. Hardware manufacturers came out with dozens of generations of new hardware, and the developers only had to care that "things got faster" and how many more polygons they could afford to push per frame. Then came the programmable hardware, and shaders. OpenGL responded by replacing the matrix transformations with a vertex program, and the pixel coloring with a pixel program. Simple, done. One major version update captured the whole thing with a nice high-level shader language that was intended for many generations of shader improvements.

    Unfortunately, the Direct3D dipshits got their hands into the OpenGL ARB and suddenly the shader language is gimped to only represent the current generation of hardware without the simple additions required to make it future-proof. Then, surprise surprise, we need to have many more versions of OpenGL simply to fix the deficiencies that were deliberately added in the first place to sabotage the API. Now we have the same bullshit version bloat in OpenGL that we had avoided for decades until Direct3D came into the picture.

    Direct3D embodies everything that is wrong with modern software development. Programming APIs need to express the theoretical capabilities of the task, not the limited expressions people currently use. And trying to make the API "closer to the bare metal"? Ahh, I get it! Driver developers think it's too much work to provide a consistent graphics API, so instead they're just going to make the game developers do all the hard work of driver development and debugging for them! Brilliant!

    Fucking lazy assholes. This is why I got out of computer graphics after studying it for years in graduate school. It used to be you could approach it as a clean science, now it's devolved into bug-chasing of half-assed microcode.

    1. Re:Fucking idiotic by Dunge · · Score: 1

      Your post prove that you got out of computer graphics long ago, because it's quite ignorant. The game changed a lot since you checked it, and no, it's not just polygons and shading anymore, or else games would look like total shit like that 2000's era.

  13. Or just use OpenGL by Anonymous Coward · · Score: 0

    Get more modern features even on XP, and easier ports to iOS/Android/PS4/PS3/OSX/SteamOS/a toaster.

    Just a few years ago it looked like there wasn't much of a point to OpenGL any more. Now it looks more like that for Direct3D.

  14. Why the hate by tuppe666 · · Score: 1

    I get a little bored with the defence that people hate something implying that they are somehow emotionally against something. Directx was another single platform Microsoft APIs. Through dominance and laziness like internet explorer it has thrown away it's lead. Hate it... hardly notice it... Love the massive growth if cross platform gaming since Microsoft dropped the ball... high fives all around. Welcome to competition.

    1. Re:Why the hate by Anonymous Coward · · Score: 0

      That doesn't make the other APIs better though :)

  15. market share vs profits by tuppe666 · · Score: 1

    I have seen lots of these posts, and there is lots of presidents to back it up. Directx was just another thing that was propping up Microsoft resilient monopoly on the desktop... A shrinking market... with ever growing refresh cycles, and Is increasingly dwarfed by the overall computer market that is mainly android... Using directx especially as a platform exclusive could simply cause this market share to shrink faster... For the sake of a few early conversions to a later version of its OS; there are other ways to milk it's hostages. This is not the same market that had Steve jobs begging like a bitch with patents for Microsoft's pocket change while apple is on its knees. This is Microsoft the hardware and services company. The one that is prepared to bet it's future on sneaking in an app store and a hardware lock, behind the metro(where are the windows never mind the start button) interface. No wonder stream is pushing Linux.

    1. Re:market share vs profits by exomondo · · Score: 1

      You can bash Microsoft all you want but this is good for other platforms. Microsoft is driving innovation in 3D graphics and forcing Khronos to continue developing OpenGL, the major features like geometry shaders and programmable tesselation have been Microsoft innovations which have then been implemented later in OpenGL. So as an OpenGL developer I would be very happy to see Microsoft continue forward with DirectX and I'm glad they are still going strong with it. So you can keep your petty festering hatred but if you don't like it, don't use it and then you won't have to cry about it. It's just great that we benefit from it without having to use it.

    2. Re:market share vs profits by Anonymous Coward · · Score: 0

      Nah, these are things thought up by designers of the hardware, tested in theory and then asked for from Microsoft and Khronos. Microsoft is just better at making their API because it's specific to windows, and it is a superior product overall(this isn't hard to do since they control the environment it's running in), resulting in better/faster adoption of the features.

  16. DX13? by Anonymous Coward · · Score: 1

    Will be just a wrapper around openGL.

  17. DX 12 in Win7? Unlikely but... by Anonymous Coward · · Score: 0

    MS will never come out with another service pack for Win7. Windows 8 (just the stuff under the hood, not the UI) was SP2, and 8.1 is SP3. But could they recognize Win7's wide acceptance in business by releasing an update rollup? They did that win Win2K long after the last service pack, mainly so businesses using it would have a baseline package of updates to the final service pack for systems that would keep using it for a while. By not calling it a service pack it doesn't reset any of their schedules for cutting back on support.

  18. An Interesting use of "Standard" by ratboy666 · · Score: 1

    DX12. Microsoft is the sole definer. Implemented for only ONE Operating Environment, according to the defining body. May be implemented for two OSs at Microsofts leisure.

    May or may not be upward or downward compatible with itself or anything else.

    So PLEASE. STOP calling DX ANYTHING a standard. You may call it a library or an API.

    PHIGS is the standard. OpenGL has pretty much supplanted PHIGS but is still not a standard. OpenGL is also an API but with broader support.

    --
    Just another "Cubible(sic) Joe" 2 17 3061
    1. Re:An Interesting use of "Standard" by Dutch+Gun · · Score: 1

      DX12. Microsoft is the sole definer. Implemented for only ONE Operating Environment, according to the defining body. May be implemented for two OSs at Microsofts leisure.

      May or may not be upward or downward compatible with itself or anything else.

      So PLEASE. STOP calling DX ANYTHING a standard. You may call it a library or an API.

      PHIGS is the standard. OpenGL has pretty much supplanted PHIGS but is still not a standard. OpenGL is also an API but with broader support.

      Microsoft works with hardware vendors to release software that's compatible with the current capabilities of that hardware. Said hardware is also branded to be DX 'some-version' compliant. May or may not be upward or downward compatible? Nonsense, it will be compatible with a large set of the more recent hardware (or hardware ready to be reased), or the vendors would have told MS to go jump in Lake Washington. And so far, every version of DX has been forward compatible with all existing MS consumer operating systems, which is a pretty decent track record to bet on for compatibility. You can argue semantics about whether it's a "standard" or not (I'd lean 'not' if we're being pedantic), but ultimately it will be broadly recognized by the gaming public as a defacto 'standard' at the very least.

      Microsoft does plenty of stupid things (see Windows 8), but let's not start making up imaginary issues.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  19. But thats wrong by Anonymous Coward · · Score: 0

    DirectX introduced shaders after 9, OpenGL did it a bit later with 2.1. DX11 and OpenGL 4.4 are largely similar in features. Also OpenGL isn't a 'format', its an API.

    "Apparently very antiquated and doesn't do modern things as well."

    This is complete FUD. Why not read up on stuff before spouting nonsense? Wikipedia is a click away you know

  20. Can't be that bad by Anonymous Coward · · Score: 0

    I doubt it'll be a complete rewrite... and they'd be really stupid to change the fundamental shader pipeline. It'll probably be more like replacement API calls to do certain things faster. Think VAOs in OpenGL 3 compared to manually managing buffer state in OpenGL 2. That being said I really do wish DirectX would die. Enough of this fragmentation bullshit -- if OpenGL were the only standard out there, developers could write once and deploy on anything that displayed 3d graphics.