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ATI: "a wave of DX11 titles this year"

Sylvanas

Diamond Member
Source

ATI, graphics business unit of Advanced Micro Devices, said that the adoption rate of the next-generation Microsoft DirectX 11 application programming interface (API) by game developers is rather high and that the company expects to see ?a wave? of titles supporting DirectX 11 already this year.

?We now have more startups with DirectX 11 than we saw at this stage with DirectX 10. [?] After DirectX 10 was formally released in the very end of November, 2006, there was a lag of something like 5 months before the very first [DX10] title arrived. We expect a wave of [DX11] games to arrive during this calendar year,? said Richard Huddy, senior manager of software developer relations at AMD/ATI, at a conference on Thursday.

A breath of fresh air after DX10's dismal adoption. Although I have not seen any announcements yet for DX11 games, maybe someone can point me in the direction of some?
 
I think dx10 would have been much more widely used in games if it was released for winXP, and I think the reason more people are jumping at dx11 is that Win7 is getting good press, thus the potential market for it is much larger than what it was for dx10 and vista.
Keep in mind he is just saying 'more than dx10' which may not be a great achievement.

Also given that multicore CPUs are in like every system by now and DX11 offers better ways to utilize them in games I think Microsoft is actually pulling of some really good timing for a change.
 
Aside from the Vista-only aspect, the whole D3D10 API is completely different from the D3D9 one.
I've used pretty much the same codebase for my 3d engine since DX7. DX8 and DX9 added new features and changed some functionality, but generally with some search&replace, you had your code converted and running with the latest API in only a few hours. The basic API model was the same.
When D3D10 came out, I had to completely rewrite the core functionality, because D3D10 is nothing like its predecessors.
What's even worse, you will want to continue to support D3D9 aswell, so you will have to rewrite your engine in such a way that it can use both D3D9 and D3D10.
I think that is also a factor in the adoption of D3D10. It's just difficult and time-consuming, not something you want to do in an ongoing project.

D3D11 on the other hand is more of the search&replace type again. It retains the new API model, and just adds new features. Another nice feature is that it will support DX9-level hardware aswell. So you don't need to solve this problem in your own engine. You can just use D3D11 to drive the D3D9-level hardware (although I don't think it will become available to XP users). This is similar to how D3D9 also supported older hardware, even hardware with no shaders. So you could use a D3D9 engine even on an old GeForce256 card, for example.
 
My guess would be the same wave that brought so many dx10.1 titles. But I could be wrong, may be the wave that brought so many physx titles.
 
in Hawaii there are Big Waves
- he means a "wave" in a tidepool
?We now have more startups with DirectX 11 than we saw at this stage with DirectX 10

Well, now DX10 has been out well over two years and here is the complete list:
http://en.wikipedia.org/wiki/L...ith_DirectX_10_support

i count *thirty* DX10 titles .. with 10 more to be released [eventually]
- hardly a "wave"
rose.gif


hehe .. i have most of 'em 😛
😀
 
Probably means "wave" in that habit Americans have for gross overstatement. Especially when selling something.
 
I'll believe this one when I see it.

If AMD means that we will have DX10.1 games that run under DX11, then fine. Otherwise I call shens.
 
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