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Dx11.1 questions. Please answer whatever you can.

Anarchist420

Diamond Member
1. Has it only been confirmed for win 8? I hope not, because Ive heard win8 sucks and because dx11.1 is a bigger jump over dx11 than dx11 was over dx10.1.

2. Does anyone know if 16bit color apps look proper on it since the dx11.1 spec added full support for 16bit color modes? I hope so, because as far as I know, nvidia and AMD never fixed the 16 bit color issues through shaders even though I don't know how it could've been hard.
 
1) D3D 11->11.1 is not a bigger jump than D3D 10.1->11. It doesn't introduce a new shader model, for starters.

2) You're thinking of the wrong 16bit mode. The D3D spec is referring to 16bit per channel color (48/64bit deep color), not 16bit per pixel color (5/6/5 high color).
 
Thanks virge🙂 I disagree with your opinion on no. 1 though.

As for number 2, are you talking about deep color display precision? If so then how can it be 64 bit if there is just RGB?
 
1. Has it only been confirmed for win 8? I hope not, because Ive heard win8 sucks and because dx11.1 is a bigger jump over dx11 than dx11 was over dx10.1.

2. Does anyone know if 16bit color apps look proper on it since the dx11.1 spec added full support for 16bit color modes? I hope so, because as far as I know, nvidia and AMD never fixed the 16 bit color issues through shaders even though I don't know how it could've been hard.

Just wait for the successor to windows 8, all signs point to windows 8 being a bust on anything but tablets. Vista and DX10 was a waste of time, just like windows 8 and DX11.1 will be a waste of time.

Windows 8 makes my head hurt, I cannot believe anyone thought this would be good for a traditional PC or laptop.
 
Thanks virge🙂 I disagree with your opinion on no. 1 though.

As for number 2, are you talking about deep color display precision? If so then how can it be 64 bit if there is just RGB?
1) You're welcome to disagree with it, but it would be silly to do so. D3D 11.1 is a point upgrade; you get shader tracing, a standard API for stereoscopy, some Media Foundation interconnections, and that's it. Compared to Shader Model 5, tessellation, hull/domain shaders, and Compute Shader 5, D3D11.1 is practically nothing.

2) Yes, that's precisely what I'm talking about. RGB would be 48bpp, and RGBA would be 64bpp.
 
Windows 8 is awesome. The amount of pure misinformation I see nowadays in the anti Windows 8 posts and even articles by journalists is mind blowing. People adverse to change hate all new things at first there's really nothing else to it.

On topic: DX10.1 to 11 is a waaaaaay larger jump than 11 to 11.1.
 
Windows 8 is terrible. It works ok (I find everything besides the interface to function similar to Win7), but the whole idea of the Metro UI on PC needs to be thrown in a sewage processing plant and dumped into the ocean.
 
Nonsense, how can an OS design team led by this guy fail?

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A flop just like 11 is. How many games are 11 and how many are DX9 and DX10.

A lot of games are getting DirectX 11 support actually (at least, a lot more than DirectX 10). Just this year we've had Sleeping Dogs, Dirt Showdown, Sniper Elite, Max Payne 3, etc. Now I don't think we've seen DirectX 11 used to its full potential, as these games are often still targeted for game consoles and just get a DirectX 11 facelift and maybe higher resolution textures, but it's really not a flop at this point.
 
Windows 8 tangent: I hated it at first. The more I use it, the more I like it. It isn't a train wreck. There is a learning curve though. That's the biggest problem. It's not that it's hard. It's that it's different. A HUGE difference, until you realize that everything you need really is there. You just access it differently.
 
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