Direct3D 11
Direct3D 11
zatiaľ čo Microsoft nezverejňuje skoro žiadne informácie ...
„Join us as we cover exciting new ground, including the lowdown on the upcoming Direct3D 11 API set.”
je nVidia trochu otvorenejšia:
“Get a sneak peek at what DirectX 11 will look like.Kev will introduce the new DirectX 11 rendering pipeline currently under development at Microsoft. The technology builds on the existing DirectX 10 API set and adds new features including tessellation, multithreaded rendering, compute shaders, Shader Model 5, and more. Get up to speed fast with the next generation of rendering technology. “
„Join us as we cover exciting new ground, including the lowdown on the upcoming Direct3D 11 API set.”
je nVidia trochu otvorenejšia:
“Get a sneak peek at what DirectX 11 will look like.Kev will introduce the new DirectX 11 rendering pipeline currently under development at Microsoft. The technology builds on the existing DirectX 10 API set and adds new features including tessellation, multithreaded rendering, compute shaders, Shader Model 5, and more. Get up to speed fast with the next generation of rendering technology. “
s pozdravom, crux.
Re: Direct3D 11
nech uz daju pokoj, nedavno sa sem dotrepal direkt x10, este ho nikto dokopy nepouziva a uz chcu 11. to aby clovek menil grafiky ako ponozky 

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Re: Direct3D 11
bude tu najskor za 2 roky 

- shiro
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Re: Direct3D 11
LOL, ze shader model 5...prave sa rozmohlo pouzivanie SM 3 (za posledny polrok-rok), a oni uz maju 5-ku...blazni.
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Re: Direct3D 11
Neviem co sa rozculujete, vydane bude preto aby vyvojari mali k dispozicii SDK a mohli zacat pren pisat buduce hry, vzdy to tak bolo tak vas nechapem
Keby ho nevydali co najskor po DX10 , tak by to vizeralo ako pri Crysis-e, kedy zacal byt pisany pre SM3.0 (dokonca vraj este skorej, teda 2.0+) a placli tam ku koncu "DX10" a je to vraj "DX10" hra s par efektami a hovadsky sprasenym kodom
Keby ho nevydali co najskor po DX10 , tak by to vizeralo ako pri Crysis-e, kedy zacal byt pisany pre SM3.0 (dokonca vraj este skorej, teda 2.0+) a placli tam ku koncu "DX10" a je to vraj "DX10" hra s par efektami a hovadsky sprasenym kodom
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Re: Direct3D 11
slawo206 napísal:nech uz daju pokoj, nedavno sa sem dotrepal direkt x10, este ho nikto dokopy nepouziva a uz chcu 11. to aby clovek menil grafiky ako ponozky
a niečo konštruktívne k debate ?shiro napísal:LOL, ze shader model 5...prave sa rozmohlo pouzivanie SM 3 (za posledny polrok-rok), a oni uz maju 5-ku...blazni.
nabudúce budem už takéto OT mazať bez upozornenia
s pozdravom, crux.
- Tomasjerry
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Re: Direct3D 11
No informacii je ako safranu. Ani ujo Google nieje moc konkretny. Inak viem si zivo predstavit, ze DX11 pride az s Win seven (ci ako to zovu).
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To vsetko v LIAN LI PC-X1000 :)
To vsetko v LIAN LI PC-X1000 :)
- Toman
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Re: Direct3D 11
to vyzera ze vyvojary prave zavali pisat Crysis 2, tak tlacia na Microsoft....
T.

T.



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Re: Direct3D 11
Zhrnutie "D3D 11" prednášky na NVision 08 - DirectX 11 soll Standard für GPU-Computing bringen Vortrag auf Konferenz "NVision 08" soll neue Schnittstelle vorstellen @ Golem.de
termín prvej "tlačovky" k Direct3D 11 bude v auguste: http://speakers.nvision2008.com/agenda/ ... ssionid=39" onclick="window.open(this.href);return false;
termín prvej "tlačovky" k Direct3D 11 bude v auguste: http://speakers.nvision2008.com/agenda/ ... ssionid=39" onclick="window.open(this.href);return false;
Introduction to DirectX 11
Technical Conference
Get a sneak peek at what DirectX 11 will look like.
Kev will introduce the new DirectX 11 rendering pipeline currently under development at Microsoft. The technology builds on the existing DirectX 10 API set and adds new features including tessellation, multithreaded rendering, compute shaders, Shader Model 5, and more. Get up to speed fast with the next generation of rendering technology.
s pozdravom, crux.
Re: Direct3D 11
http://www.xnagamefest.com/conference_details08.htm" onclick="window.open(this.href);return false;Introduction to the Direct3D 11 Graphics Pipeline
Allison Klein
Be the first on your block to learn about how Direct3D 11 extends and enhances Direct3D 10 with new hardware and API calls. This talk discusses the features in Direct3D 11 that enable you to create content that scales from small screens to high-resolution displays, and across different CPU and GPU configurations.
Direct3D 11 Tessellation
Kev Gee
Direct3D 11 contains new programmable and fixed function stages designed to enable powerful, flexible tessellation approaches at interactive frame rates in games and modeling applications. Come with us as we take a trip through the pipeline and hear how to prepare your content pipelines to exploit this incredible step in the evolution of graphics.
Direct3D 11 Compute Shader —More Generality for Advanced Techniques
Chas Boyd
The Direct3D API imposes some constraints on the processing model in order to achieve optimal rendering performance. Direct3D 11 introduces the Compute Shader as a way to access this computational capability without so many constraints. It opens the door to operations on more general data-structures than just arrays, and to new classes of algorithms as well. Key features include: communication of data between threads, and a rich set of primitives for random access and streaming I/O operations. These features enable faster and simpler implementations of techniques already in use, such as imaging and post-processing effects, and also open up new techniques that become feasible on Direct3D 11–class hardware.
High Level Shader Language (HLSL) Update—Introducing Version 5.0
Michael Oneppo
Get ready to shift your shader development into high gear with the next version of HLSL. This talk introduces new High Level Shader Language features coming in Direct3D 11, including support for Dynamic Shader Linkage and more. Hear how HLSL 5.0 brings support for interfaces, objects, and polymorphism, and get yourself ready for this exciting update to the world’s leading data-parallel programming language!
s pozdravom, crux.
Re: Direct3D 11
par informacii v slovenčine:
http://dsl.sk/article.php?article=6090" onclick="window.open(this.href);return false;
http://dsl.sk/article.php?article=6090" onclick="window.open(this.href);return false;
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Re: Direct3D 11
DirectX 11 promises to unlock the horsepower in multi-core CPUs and enable GP GPUs
prvá strana sa môže s kľudom preskočiťMicrosoft had a big week and if you followed the announcements and are interested in how your PC will evolve as a gaming platform, there was big news. To get the details, we decided it was time to talk to Kevin Unangst, senior global director of Windows Gaming at Microsoft, which makes him the Windows gaming guy.
TG Daily: Obviously, we can’t avoid talking about your DirectX 11 announcement. With DirectX 11, you have reintroduced the cross-OS compatibility, since DX11 will support Vista and future versions of Windows such as Windows 7, 7.5 and so on.
Unangst: When you really look at what we needed to do with Vista, we re-wrote the entire graphics pipeline, which required a new driver, among others. We made that big leap and I think DX11 is an acknowledgement of that. We had to make that platform shift, and now we got the underlining technology that allows us to be backwards compatible and support not only Vista, but also implement full support for DX10 and DX10.1 hardware in addition to new DX11 hardware
TG Daily: That backwards compatibility suggests that it is the same as DX10 API had for DX9 GPUs?
Unangst: What you are going to see is functionality in DirectX 11. For example, things like being able to support better multi-core, multi-thread machines, using multi-core in a more optimal way. We can now put multi-thread optimization into the API itself. Those benefits will be available whether you're running DirectX 10.0, 10.1 or 11 hardware. Ideally, once we can see all the driver optimizations, all the things that need to happen over time, we do believe that because of addition of things like multi-threading and better multi-core support, you are actually going to see some performance improvements even on existing hardware. That is the goal and that is what we are hoping to achieve.
The other thing is, even though this is a good overview, there are other key technologies that we are adding to DX11 - things like a compute shader. The compute shader allows you to use the GPU directly for non-rendering purposes, using a GPU in a GP-GPU way. Tessellation is also a big add-on. Tessellation is a super-set of something that was debuted with the Xbox 360’s ATI R500 Xenos GPU. Trust us, there is plenty more to come. Tessellation will work on compatible DX10, 10.0, DX11 hardware.
s pozdravom, crux.
Re: Direct3D 11
Gamefest Presentation Slides Now Online
* Tesselation of Displaced Subdivision Surfaces in DX11 (10MB PDF)
* NVIDIA Performance and Authoring Tools for Direct3D 10 (8MB PDF)
informácie ku Compute shader:

http://we.pcinlife.com/thread-981271-1-1.html#" onclick="window.open(this.href);return false;##
bližšie informácie k Tessellátoru:

http://we.pcinlife.com/thread-981287-1-1.html" onclick="window.open(this.href);return false;
* Tesselation of Displaced Subdivision Surfaces in DX11 (10MB PDF)
* NVIDIA Performance and Authoring Tools for Direct3D 10 (8MB PDF)
informácie ku Compute shader:

http://we.pcinlife.com/thread-981271-1-1.html#" onclick="window.open(this.href);return false;##
bližšie informácie k Tessellátoru:

http://we.pcinlife.com/thread-981287-1-1.html" onclick="window.open(this.href);return false;
s pozdravom, crux.
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Re: Direct3D 11
DX 11 tak skoro nebude sak teraz su hry len na dx 10 aj to nie vsetky ale uz vecsina novych je dx 10 aj 9....