1 Infinite Loop, Cupertino, CA 95014
3 beds 3 baths -- sqft Edit
Edit home facts for a more accurate Zestimate.
OFF MARKET
Zestimate®: $1,840,871
Well. Very undervalued
I think people has misconception of how works Direct3D 11. Nowadays, it just Direct3D 11 with 'feature level' : 9.1 (targeting Direct3D 9), 9.2, etc to 11.1 and 11.2).
Thinks a bit like OpenGL 4.1, 4.2 etc..., just some 'extensions'
The thing is that you can write Direct3D 11 apps running on a Direct3D 9.0 hardware (minus the new features like geometry shader). A bit achievement from Direct3D 10 where only Direct3D 10 only worked for Geforce 8 or better (and AMD Radeon HD). Now it could works with very old hardware and still working on latest hardware/
Forward to Direct3D 11.1 from Windows 8: It added a couple of features that nobody really uses (3D stereoscopy) and now they added Direct3D 11.2 with tiled extensions (sounds for PowerVR or Adreno chipset for Windows RT tablets). On OpenGLES, it is called GL_QCOM_tiled_rendering. MS wanted to have that on DirectX, so they add to create a new profile '11.2'
The programmers were able to write Direct3D 11 games for 'Windows Store' and 'Windows Desktop' (for Vista or superior, using the 2010 SDK) as because and new 11.1 and 11.2 minor changes will be able available for 'Windows Store' because it also targets tablets and especially GPU that supports tiled rendering (PowerVR).:
So now, it is sure that DirectX new features are now exclusive for Windows Store apps, and there will be no more update of DirectX for apps targeting Windows Desktop (the SDK was not updated since 2010 for desktop).
DirectX for Windows Desktop (games for Steam etc..) is dead for 3 years already. It is now just an API for Windows Store apps . Also making a requirement to Direct3D 11.1 or 11.2 only games is stupid for a developer, since he probably want to support at least 9.1 profile
No, it is not relevant. PS3 is using Cg (a bit logical, nVidia developed the graphic chipset) and OpenGL ES which is quite different to the standard OpenGL (it's OpenGL without the 'legacy' stuff like glBegin / glEnd).
Then use size_t instead of unsigned long :
it's 32bit on Win32 and 64bit on Win64.
Or, better solution, uses the C99 types (int8_t, int16_t, int32_t, int32_t etc..)
For existing developer tools, use VC2003 (or even VC6) with the recently released Microsoft Platform SDK for Windows Server 2003 SP1 (free to download).
Then you will be able to cross-compile 64-bit Windows applications.
I think it's more some advertising news for Bill Gates than anything else.
I mean, The world richest man can at least afford one of thoses babies
which can handles 25 millions mail/days
It's because of bugs in the OpenGL drivers, that seem to be fixed in the 10.3.6 version
I guess ID Software and Apple have worked together on theses problems.
As for Linux version (with the poor ATI support for Doom3), I'm really glad that such application like Doom3 shed the light on bugs and force the constructors (like nVidia, ATI or Apple) to improves their OpenGL implementations.
This is a benefit for all the OpenGL developers, especially on OSX, where alternative to OpenGL is out of question.
I guess we need to wait more few years that Hollywood decides who will wears the Superman suit.
Also will it be the old blue and red or the new white suit as it is in the latest update in the Comics ?
Yes, they usually said that they are, but the top of the range are OpenGL 1.5 'officially', although they are 2.0 capable. Have to wait for the display drivers.
Check this app
to find which OpenGL you are really using, and wait that this application said you've got all the core features set in OpenGL 2.0.
Future will tell us.
Only the Geforce FX and the ATI 9500 or superior (and maybe the 3DLabs 'Realizm') are OpenGL 2.0 compatible. But again, it will depends of the drivers. Maybe ATI or nVidia will only add the few remaining extensions in their later products (GF6800, X800) and ship the drivers as 'OpenGL 2.0' and leave the the previous generation (FX and ATI 9x) as OpenGL 1.5).
Some tech demos has been already done by some ex-demo makers:
- 3DMark series have been produced by some guys from Future Crew or Dust
- One of the latest nVidia demo 'Nalu' has been done by Hubert N'Guyen who is working at nVidia.
He was from Impact Studios
- List go on..
It might be a bit 'off topic' but the draw back of NX is that self modifying code is no more supported.
Although, I don't know if SM code is supported on Linux - Under Windows you had to use 'VirtualProtect with PAGE_READWRITE -, anyway it's a bit 'outdated' technique - lot of cache misses issues, Intel was against SM code, although i used it a lot a long time ago). So it shouldn't be a real issue.
The question is : can NX will disable with the (root) user under Linux, as it will be under WinXP SP2 ?
If I remember, Winamp uses a modified version of Mikmod, a well known module player, which is also available in some Linux distro.
Will this bug be updated in mikmod as well ?
I hope that one day, Winamp will drop Mikamp and use Modplug instead, which sources has been released and it the best player on Win32 (mikmod sounds horrible on Windows, and is buggy).
Also modplug plays more formats and is better, although is win32 only;
Doom 'Legacy' is not really updated...
The MacOS X version for example, has still no music support and is quite incomplete.
There is no update of it for 2 years
I suggest Doomsday instead. That's a nice port for Windows and superior to DoomLegacy.
Already called them.
In fact, I wanted to have support for Safari 1.0 but they respond me that only IE or Netscape 4.78 would be supported.
Hope it will change.
PNG is good for large pictures, but GIF has animated format (GIF89). PNG doesn't have this feature.
Also,
IE still doesn't support correctly PNG
And GIF compression is generally better for 16 colors picture (icon and small images) than PNG.
I think that the two formats are just complementary.
Just imagine the mess of the driver source code. "If 'application' == '3dmark.exe' then enable optimisation." That's why they will never open source their drivers! If they could the list of applications which are detected and will use driver specific optimisations and give the possibility to enable them or not (like a 'enable application specific' and a list of applications.) Then, we could say that it is not cheating but optimisation. Anyway ATI could reproduce the same 'tweaks' used by nVidia for their benchmark (some fixed plane trick clipping if I remember). Also it would means that 3dmark'03 could be more optimised. (let's face it, it's slow, could be much faster, using 20% gain with an optimisation, that's mean Futuremark has a problem). If the benchmark was written properly, then no optimisation would be possible. In this case, Futuremark misses a point. Same issue has occured with ATI (with the vertex/pixel shader shuffled code), Futuremark could have done this optimisation themself.
NVIDIA, ATI: If you can't open source your drivers, at least, let the user know that you are using specific optimisations on certain applications during the installation, on in a readme file, or better, in the display properties panel, let the user to enable/disable them, instead of hiding the truth ! We know you did it for Quake 3, but this time, it's gone too far !
Only if you limit yourself to OpenGL 1.2 : Then the code is fully compatible.
But if your game/program using Pixel and Vertex Shader or something more 'advanced' (DirectX 9 features), you are fucked. Royally.
Has you ever write an OpenGL program that use vertex and pixel shader and works on ATI and NVidia ?
It's messy.
You write an application using 'NV' extension (for example, NV_vertex_program) and several months later : "Look, ATI released a new video card, doing all the features of your Nvidia video card and more.
Now, you have to write the ATI version, because the NV extensions are not supported, by purpose, by ATI.
So, you write the ATI version (because new ATI extensions doing the same things than the nVidia exist), and several months later "Eh, there is an ARB extension, compatible for ATI and Nvidia' and doing better than your ATI and NVIDIA code.
Again, you will need to rewrite your code again and again. You need to keep the two version NV or ATI, because, ARB version are sometime slower than the NV or ATI equivalent (according Carmack).
Now you have 3 versions of the code. Like if you tried to do 3 versions of the game for porting on 3 different platforms.
Ok, now port it to, say Linux : no luck buddy, theses extensions are not supported (look s3tc for ATI, took years to be implemented on Linux).
Now port it under MacOS. MacOS 9, forget it, it's OpenGL 1.2 only, and MacOS X, Apple made also different extensions : "GL_APPLE something"; for vertex processing. Again, you will need a 4th version, MacOS X compatible. (although ATI and NV Windows one exists).
Finally, OpenGL is said to be cross platform, but it isn't really, it is no more.
If you were smart, you would use Cg which is ATI and Nv compatible, but no luck, it's Win32 only. No Linux or MacOS X version.
Want to program an OpenGL program that uses latest video card features ?
Be John Carmack and write 3 or 4 render paths (nv, ati and arb) or wait for OpenGL 2.0 or move to DirectX 9, or stay in OpenGL 1.2 and write DirectX 7 like programs.
Back to Dawn, they released a program that works 'only for Nvidia' but if they wrote the program using Direct3D, this would never happens.
It no more to say, it easy to port to Linux or to port to MacOS, it's to say port to 'Windows GL Nvidia' and port to 'Windows GL ATI' and port to 'Windows GL ARB )
With Direct3D, do one version and it will work for everyone. In overall, it appears more 'cross platform' across the Windows World I mean, than OpenGL.
Again OpenGL 2.0 will fix that. But release it as soon as possible !
Because programmers are moving to Direct3D now because of that.
--------------------
1 Infinite Loop, Cupertino, CA 95014 3 beds 3 baths -- sqft Edit Edit home facts for a more accurate Zestimate. OFF MARKET Zestimate®: $1,840,871 Well. Very undervalued
I think people has misconception of how works Direct3D 11. Nowadays, it just Direct3D 11 with 'feature level' : 9.1 (targeting Direct3D 9), 9.2, etc to 11.1 and 11.2). Thinks a bit like OpenGL 4.1, 4.2 etc..., just some 'extensions'
The thing is that you can write Direct3D 11 apps running on a Direct3D 9.0 hardware (minus the new features like geometry shader). A bit achievement from Direct3D 10 where only Direct3D 10 only worked for Geforce 8 or better (and AMD Radeon HD). Now it could works with very old hardware and still working on latest hardware/
Forward to Direct3D 11.1 from Windows 8: It added a couple of features that nobody really uses (3D stereoscopy) and now they added Direct3D 11.2 with tiled extensions (sounds for PowerVR or Adreno chipset for Windows RT tablets). On OpenGLES, it is called GL_QCOM_tiled_rendering. MS wanted to have that on DirectX, so they add to create a new profile '11.2'
The programmers were able to write Direct3D 11 games for 'Windows Store' and 'Windows Desktop' (for Vista or superior, using the 2010 SDK) as because and new 11.1 and 11.2 minor changes will be able available for 'Windows Store' because it also targets tablets and especially GPU that supports tiled rendering (PowerVR).:
So now, it is sure that DirectX new features are now exclusive for Windows Store apps, and there will be no more update of DirectX for apps targeting Windows Desktop (the SDK was not updated since 2010 for desktop).
DirectX for Windows Desktop (games for Steam etc..) is dead for 3 years already. It is now just an API for Windows Store apps . Also making a requirement to Direct3D 11.1 or 11.2 only games is stupid for a developer, since he probably want to support at least 9.1 profile
On PSP, some homebrew were so good that they went commercial
No, it is not relevant. PS3 is using Cg (a bit logical, nVidia developed the graphic chipset) and OpenGL ES which is quite different to the standard OpenGL (it's OpenGL without the 'legacy' stuff like glBegin / glEnd).
Then use size_t instead of unsigned long : it's 32bit on Win32 and 64bit on Win64.
Or, better solution, uses the C99 types (int8_t, int16_t, int32_t, int32_t etc..)
For existing developer tools, use VC2003 (or even VC6) with the recently released Microsoft Platform SDK for Windows Server 2003 SP1 (free to download).
Then you will be able to cross-compile 64-bit Windows applications.
I think it's more some advertising news for Bill Gates than anything else. I mean, The world richest man can at least afford one of thoses babies which can handles 25 millions mail/days
It's because of bugs in the OpenGL drivers, that seem to be fixed in the 10.3.6 version
I guess ID Software and Apple have worked together on theses problems.
As for Linux version (with the poor ATI support for Doom3), I'm really glad that such application like Doom3 shed the light on bugs and force the constructors (like nVidia, ATI or Apple) to improves their OpenGL implementations.
This is a benefit for all the OpenGL developers, especially on OSX, where alternative to OpenGL is out of question.
We heard about every actor for Superman: Nicola Cage or Travolta, Fraser, or MacLachlan .
I guess we need to wait more few years that Hollywood decides who will wears the Superman suit.
Also will it be the old blue and red or the new white suit as it is in the latest update in the Comics ?
You take the blue box and the story ends. You wake in your bed and you believe whatever you want to believe.
You take the brown box and you stay in the Middle-Earth Lands and I show you how deep the hobbit-hole goes.
Yes, they usually said that they are, but the top of the range are OpenGL 1.5 'officially', although they are 2.0 capable. Have to wait for the display drivers.
Check this app to find which OpenGL you are really using, and wait that this application said you've got all the core features set in OpenGL 2.0.
Future will tell us.
Only the Geforce FX and the ATI 9500 or superior (and maybe the 3DLabs 'Realizm') are OpenGL 2.0 compatible. But again, it will depends of the drivers. Maybe ATI or nVidia will only add the few remaining extensions in their later products (GF6800, X800) and ship the drivers as 'OpenGL 2.0' and leave the the previous generation (FX and ATI 9x) as OpenGL 1.5).
Demos, I don't know but I hope there will be Deimos :)
Linux kernels recompiles YOU !
I mean, Hot !
Will it come with the Prescott Survival kit ?
Some tech demos has been already done by some ex-demo makers: ..
- 3DMark series have been produced by some guys from Future Crew or Dust
- One of the latest nVidia demo 'Nalu' has been done by Hubert N'Guyen who is working at nVidia.
He was from Impact Studios
- List go on
It might be a bit 'off topic' but the draw back of NX is that self modifying code is no more supported.
Although, I don't know if SM code is supported on Linux - Under Windows you had to use 'VirtualProtect with PAGE_READWRITE -, anyway it's a bit 'outdated' technique - lot of cache misses issues, Intel was against SM code, although i used it a lot a long time ago). So it shouldn't be a real issue.
The question is : can NX will disable with the (root) user under Linux, as it will be under WinXP SP2 ?
If I remember, Winamp uses a modified version of Mikmod, a well known module player, which is also available in some Linux distro.
Will this bug be updated in mikmod as well ?
I hope that one day, Winamp will drop Mikamp and use Modplug instead, which sources has been released and it the best player on Win32 (mikmod sounds horrible on Windows, and is buggy).
Also modplug plays more formats and is better, although is win32 only;
and it won't discharge your battery :)
If the virus was written by a Linux zealot, it would be open sourced !
Doom 'Legacy' is not really updated
The MacOS X version for example, has still no music support and is quite incomplete.
There is no update of it for 2 years
I suggest Doomsday instead. That's a nice port for Windows and superior to DoomLegacy.
Already called them.
In fact, I wanted to have support for Safari 1.0 but they respond me that only IE or Netscape 4.78 would be supported.
Hope it will change.
Take any web site, like bank web site, with secure session. What they said :
Requirement:
Version 4.01 - 6 of Microsoft® Internet Explorer or
NetscapeTM NavigatorTM 4.08- 4.78 inclusive.
Like all version after 4.78 were rogue, unsupported by any web sites.
Can anyone can tell me what's happen after that version 4.78 ?
Why nobody want to support it after this version ?
Will this version 7.1 will be 'compatible' with the 4.78 ?
ISA Vesa Local Bus PCI AGP PCI Express It's 5th generation for me.
PNG is good for large pictures, but GIF has animated format (GIF89). PNG doesn't have this feature.
Also, IE still doesn't support correctly PNG
And GIF compression is generally better for 16 colors picture (icon and small images) than PNG.
I think that the two formats are just complementary.
----
Just imagine the mess of the driver source code.
"If 'application' == '3dmark.exe' then enable optimisation."
That's why they will never open source their drivers!
If they could the list of applications which are detected and will use driver specific optimisations and give the possibility to enable them or not (like a 'enable application specific' and a list of applications.)
Then, we could say that it is not cheating but optimisation.
Anyway ATI could reproduce the same 'tweaks' used by nVidia for their benchmark (some fixed plane trick clipping if I remember).
Also it would means that 3dmark'03 could be more optimised. (let's face it, it's slow, could be much faster, using 20% gain with an optimisation, that's mean Futuremark has a problem).
If the benchmark was written properly, then no optimisation would be possible. In this case, Futuremark misses a point.
Same issue has occured with ATI (with the vertex/pixel shader shuffled code), Futuremark could have done this optimisation themself.
NVIDIA, ATI: If you can't open source your drivers, at least, let the user know that you are using specific optimisations on certain applications during the installation, on in a readme file, or better, in the display properties panel, let the user to enable/disable them, instead of hiding the truth !
We know you did it for Quake 3, but this time, it's gone too far !
Only if you limit yourself to OpenGL 1.2 : Then the code is fully compatible.
But if your game/program using Pixel and Vertex Shader or something more 'advanced' (DirectX 9 features), you are fucked. Royally.
Has you ever write an OpenGL program that use vertex and pixel shader and works on ATI and NVidia ?
It's messy.
You write an application using 'NV' extension (for example, NV_vertex_program) and several months later : "Look, ATI released a new video card, doing all the features of your Nvidia video card and more. Now, you have to write the ATI version, because the NV extensions are not supported, by purpose, by ATI.
So, you write the ATI version (because new ATI extensions doing the same things than the nVidia exist), and several months later "Eh, there is an ARB extension, compatible for ATI and Nvidia' and doing better than your ATI and NVIDIA code.
Again, you will need to rewrite your code again and again. You need to keep the two version NV or ATI, because, ARB version are sometime slower than the NV or ATI equivalent (according Carmack).
Now you have 3 versions of the code. Like if you tried to do 3 versions of the game for porting on 3 different platforms.
Ok, now port it to, say Linux : no luck buddy, theses extensions are not supported (look s3tc for ATI, took years to be implemented on Linux).
Now port it under MacOS. MacOS 9, forget it, it's OpenGL 1.2 only, and MacOS X, Apple made also different extensions : "GL_APPLE something"; for vertex processing. Again, you will need a 4th version, MacOS X compatible. (although ATI and NV Windows one exists).
Finally, OpenGL is said to be cross platform, but it isn't really, it is no more.
If you were smart, you would use Cg which is ATI and Nv compatible, but no luck, it's Win32 only. No Linux or MacOS X version.
Want to program an OpenGL program that uses latest video card features ?
Be John Carmack and write 3 or 4 render paths (nv, ati and arb) or wait for OpenGL 2.0 or move to DirectX 9, or stay in OpenGL 1.2 and write DirectX 7 like programs.
Back to Dawn, they released a program that works 'only for Nvidia' but if they wrote the program using Direct3D, this would never happens. It no more to say, it easy to port to Linux or to port to MacOS, it's to say port to 'Windows GL Nvidia' and port to 'Windows GL ATI' and port to 'Windows GL ARB )
With Direct3D, do one version and it will work for everyone. In overall, it appears more 'cross platform' across the Windows World I mean, than OpenGL.
Again OpenGL 2.0 will fix that. But release it as soon as possible ! Because programmers are moving to Direct3D now because of that.
--------------------