Originally posted by: Scali
Originally posted by: apoppin
DX10 was *odd* in that it required Vista to run it; unlike DX9 and DX8 before it in that you were not required to buy a new OS
You're acting like a new DX version requiring a new version of Windows is something that never happened before.
Cases in point:
DirectX 5.0, released in July 1997, never supported on Windows NT, which was launched in 1996 (!!!)
DirectX 8.1, released in October 2001, never supported on Windows 95.
Somehow this was never a problem before, even though the exact same thing happened: you had to buy a new OS.
Especially 8.1 was very successful.
Then again, certain people didn't have internet yet, back then.
Originally posted by: apoppin
HOWEVER, do not MISS that DX11 still takes a LOT of work to port over
Rubbish. It took me one evening to port my D3D10 engine over to D3D10.
Johan Andersson at DICE claims 3 hours in this D3D11 presentation:
http://developer.amd.com/gpu_a...et%20Started%20Now.pps
Originally posted by: apoppin
that is the NATURE of the industry .. and we saw it happen with DX6, DX7, DX8, DX9 and DX10 - they "PATCH IN" the new coding so as to have a new MARKETING angle but it takes TWO years to get a new DX firmly established and "mainstream"
- it just took longer because of the *oddity* with DX10 and Vista
You really can't compare all these different DirectX versions just like that. They have various levels of improvements depending on various levels of hardware support, which have various levels of feasibility.
I think you are forgetting that it's not just about the API, it's about the hardware aswell.
If you take a new API and throw every possible effect you can think of at it, you get something like Crysis: a game that has such extreme hardware demands that it takes 2 more years for videocards to develop the amount of performance required to run everything at full detail at high resolutions with decent framerates.
Although this used to be tradition in the gaming world (Wolf3D requiring a 286 processor, Doom requiring a 386 and localbus videocard, Quake offering 3d accelerator support back in the early days of Voodoo, when hardly anyone owned a 3d accelerator yet), it somehow went out of style at around the time when consoles like the XBox and PS2 became hugely popular.
These days developers just take it easy on the graphics detail, because they want to sell the games to far more PC gamers than just the enthusiasts running the latest hardware.
In cases they don't, it sometimes goes horribly wrong. Crysis was never that successful, so CryTek now tries to pursue the console market aswell.
Doom3 had lots of graphics features, really pushing hardware, but it took ID so long to finisht the game, that it was hardly spectacular by the time it was finally released. Newer hardware had already made Doom3's rendering methods obsolete.