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dx10 on 7900gs? - Page 2

post #21 of 31
Yep, DX9 cards will not run DX10 games period! Many DX10 games will also have DX9 compiled versions and that's how FSX or Crysis will work on DX9 hardware. The DX10 version of these will not.
post #22 of 31
Honestly I'd like to see any REAL diferences between DX9 and DX10. I've seen some pics on the web and the main difference is water effects, but I believe DX10 effects I saw can be made using DX9 SM 3.0
post #23 of 31
I agree, most of the screenshots of DX10 support make me think "Umm, bullshit propaganda, you can do those same effects with DX9."

However, I imagine that DX10 makes it cheaper (performance-wise) to achieve those effects, so they may instead mean "This is what we can do with the *same performance* in DX10."
post #24 of 31
Not sure if you can make it as neat as DX10 for a DX9. Actually just take a look at Alan Wake, DX10 is just like DX9 was for DX8.
post #25 of 31
There is nothing in DX10 that couldn't be done with DX9 in term of effects or quality of the rendering. DX10 have a lot better internal architecture and allow to write a lot more efficient 3d code. Also unified shaders allow to use GPU as an almost general-purpose CPU, especially for things like physics simulation.
The end user quality could be better, because there could be more stuff on the screen.
post #26 of 31
I agree with you, but maybe we'll hace the same situation we had with SM 2.0b vs SM 3.0; the only difference was performance increase obtained with SM 3.0.

However, Unified Shader Architecture is something we'll see only on DX 10, so in a near future it will make difference.
post #27 of 31
Also, I think games that already have been announced in "directx10" are no where near how beastly games will be farther off where they can take more of a full advantage out of it.

On the topic....Crysis is going to own.
post #28 of 31
Quote:
Originally Posted by pdonket
I'm not even sure if I was right before or not anymore xD
As the poorly pixelated guards used to say in Wolfenstein 3d: "Mein lamen!" My head hurts, because I thought it emulated if needed, but that doesn't seem to be anymore... I R so cun few zed.
post #29 of 31
Quote:
Originally Posted by serg3d
There is nothing in DX10 that couldn't be done with DX9 in term of effects or quality of the rendering. DX10 have a lot better internal architecture and allow to write a lot more efficient 3d code. Also unified shaders allow to use GPU as an almost general-purpose CPU, especially for things like physics simulation.
The end user quality could be better, because there could be more stuff on the screen.
DirectX 10 doesn't add unified shaders. That is a design decision by nVidia, a very good decision.

DirectX 10 adds pixel/vertex shader ver. 4.0. That is one of the main reasons why DX9 cards would not be able to run DX10 games.
post #30 of 31
Quote:
Originally Posted by icy1007
DirectX 10 doesn't add unified shaders. That is a design decision by nVidia, a very good decision. DirectX 10 adds pixel/vertex shader ver. 4.0. That is one of the main reasons why DX9 cards would not be able to run DX10 games.
Actually... The DX10 spec does call for unified shaders. One of the big changes. NVIDIA just calls them Stream Processors. But I do know for a fact that the DX10 Shader Model 4.0 spec unifies the shaders, and introduced the Geometry Shader, which allows entire pieces of geometry to be defined by a shader program (i.e. a "sheet" of water, a sphere, cube, etc).
Quote:
Originally Posted by Wikipedia
Fixed pipelines are being done away with in favor of fully programmable pipelines (often referred to as unified pipeline architecture), which can be programmed to emulate the same.
http://en.wikipedia.org/wiki/Direct3D
post #31 of 31
Quote:
Originally Posted by GeForceTony
Actually... The DX10 spec does call for unified shaders. One of the big changes. NVIDIA just calls them Stream Processors. But I do know for a fact that the DX10 Shader Model 4.0 spec unifies the shaders, and introduced the Geometry Shader, which allows entire pieces of geometry to be defined by a shader program (i.e. a "sheet" of water, a sphere, cube, etc).



http://en.wikipedia.org/wiki/Direct3D

Don't confuse the hardware emulating a fixed pipeline with DirectX emulating missing features. This has nothing to do with what we're discussing.

By emulating a fixed pipeline, they mean providing backwards compatibility. Emulating the fixed DX7 pipeline using the programmable hardware. You're not really even emulating it, more like implementing it.

What we're discussing is DirectX emulating in software missing features. Like, if your card doesn't support Shader Model 4.0, the misconception people here have is that DirectX is going to emulate SM4.0 for you. That isn't going to happen.

Furthermore, I've seen a lot of anecdotal evidence that it does NOT mandate unified shaders, and that GPU manufacturers can implement it either way. There was concern for a while by users and the press that nVidia's DX10 parts would NOT feature unified shaders, but in the end they ended up implementing them.

The point is moot; both AMD and nVidia decided to use unified shaders for their DX10 parts. Since everybody is implementing them, it doesn't matter if they could have without it.
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