4fingerwu1
Senior member
Acually what is all the DX in general that is always talked about in relation to video cards?
Image Quality - nicer graphics
Originally posted by: hahher
each version is backwards compatible right? so a game programmed for dx90c will still work on geforce3?
then why don't developers adopt the latest hardware/api quicker? you always read about developers waiting for enough of a hardware install base before they utilize features. if they just program for best, shouldn't game still work for lesser hardware but simply without latest features (shaders/lighting, etc)
You can't just turn those feature off -- they *have* to be there for the game to work
Why would they spend a huge amount of time and money writing extra DX9 shader code when you know that 90% of the people that buy your game won't even have a DX9 graphics card?
Good answer. This is the other parts that I forgot to mention, but they didn't really deal with graphics anyway. DirectDraw is no longer one of the pieces, Direct3D took over that.As a slightly more thorough answer, "DirectX" is Microsoft's whole suite of interface APIs -- it includes things like DirectDraw (2D graphics), DirectPlay (universal joystick/gamepad support), DirectShow (video codec support), and DirectSound (uh, sound playback), as well as Direct3D (hardware or software-based 3D graphics). The pieces other than Direct3D change pretty slowly, though -- I mean, joysticks haven't changed much in the last decade...
The never ending circle of life.software developers don't want to write for the new hardware until enough people own it, but nobody wants to buy fancy new graphics cards until there are games that use the new features.
If the hardware cannot be used dx9 effects it will use dx8.1, if not, then dx8, if not... etc.can't they design the api so that it can be backwards compatible. meaning, a dx90 game calls for a shader. api designed so that in absence of dx90 shader it will use an alternate dx80 path? and as new features added to api, there's also info on how to handle command for new feature in lower hardware
so instead of shiny wavy water, api will make it simply flat and transparent?
Doom3 is hyped for specifically because Doom was a killer series, the graphics, Carmack. They already do that. For future reference, make complete sentences. It's easier to understand.graphics sell. doom3 isn't hyped for its gameplay or storyline but if api were designed so that it'll always be backwards compatible (can make game use latest features, and api will let it still run on older hardware) then it's win-win situation for everyone
Originally posted by: hahher
You can't just turn those feature off -- they *have* to be there for the game to work
can't they design the api so that it can be backwards compatible. meaning, a dx90 game calls for a shader. api designed so that in absence of dx90 shader it will use an alternate dx80 path? and as new features added to api, there's also info on how to handle command for new feature in lower hardware
so instead of shiny wavy water, api will make it simply flat and transparent?
Why would they spend a huge amount of time and money writing extra DX9 shader code when you know that 90% of the people that buy your game won't even have a DX9 graphics card?
graphics sell. doom3 isn't hyped for its gameplay or storyline 🙂 but if api were designed so that it'll always be backwards compatible (can make game use latest features, and api will let it still run on older hardware) then it's win-win situation for everyone
Standard T&L is part of DirectX 7 and the TNT2 or i810 are DirectX <=6 parts.For instance, many games made in the last year *require* DX8.1 hardware support and hardware transform and lighting. You can't just turn those feature off -- they *have* to be there for the game to work. This is why a TNT2 or an Intel Extreme Graphics integrated chip (both DX7 parts) can't run BF1942, for instance.