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DirectX "Blue" speculations

Started by May 16, 2013 02:47 AM
14 comments, last by _the_phantom_ 11 years, 5 months ago

New DirectX version coming in 2014(atleast rumors say so): http://www.fudzilla.com/home/item/30666-next-directx-codenamed-blue

What new features do you think will be implemented?Will it run on Windows 7 like they allowed for 11.1 or will they completely move on?It's weird, cause if it really does come out in 2014 and requires a new breed of chips, then the new consoles(which should support shader model 5) would be in for a really bad deal.I mean if they had waited just 1 more year, they would have been supplied with a new DirectX12-supporting GPU and drastically prolong their lifespan.Eh, I think I over-speculated, what are your thoughts?What would you like to see?I'd really like it if they remove all the numbers, so it'll be just ID3D##### instead of ID3D11##### or ID3D12#####.

Whatever features it implements, it will almost certainly not run on old computers.


Microsoft moved DirectX into the Windows SDK.


That means when the Windows 8.1 or Windows 9 (or whatever the end up calling it) SDK is released, that Windows SDK will include updates to DirectX.
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There was a reason they added numbers to the interface versions.

I'd like to see if Khronos has any news on OpenGL 5 (or 4.4), unless they're specifically playing "catch-up" with DirectX right now (ie, no news until new DirectX gets released).

Anyway, whatever they're going to peddle, I just don't have the money for it. So I'm staying with my GTX 560 Ti. In any case, its going to be a while before I even learn enough to use OpenGL 4.3 features, and its not like I have much time for gaming these days.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

It'll be probably be something to do with unified virtual memory > http://www.xbitlabs.com/news/graphics/display/20130412175120_Nvidia_Next_Generation_Maxwell_Architecture_Will_Break_New_Grounds.html

I just hope the code difference isn't like it was between dx9 and dx10, so it would be easier to port existing code to the new one and just set a feature level for backwards compatibility.

I doubt it; from a DX point of view unified memory address space doesn't matter one bit it's all hidden away by the driver arch anyway.

Likely to be a DX11.2 update; few new features and that's about it to go with the Windows Blue/8.1 update which is also coming.

However the planned introduction of simple serial cores by both AMD and NV does prove an intresting challenge to DX in general as there is currently no provision to access them; but frankly given the two couldn't agree on a way to do PRT for DX11.1 I don't hold out much hope for a unified solution there either for a while yet.
(Until then, like AMD's ACEs, it'll be OpenCL extensions and custom APIs to get at them for compute work.)

Really, a new API is needed to replace both DX and OpenGL for games... well, I can dream...
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I'd like to see if Khronos has any news on OpenGL 5 (or 4.4), unless they're specifically playing "catch-up" with DirectX right now (ie, no news until new DirectX gets released).

I guess the problem is this: http://www.rockpapershotgun.com/2013/02/22/week-in-tech-the-end-of-graphics-and-other-stuff/

No point in updating the APIs when the hardware itself isn't bringing much new to the table

Really, a new API is needed to replace both DX and OpenGL for games... well, I can dream...

Likely it'll happen only the day we get rid of rasterizers (e.g. if we get raytracing GPUs or something like that)

Don't pay much attention to "the hedgehog" in my nick, it's just because "Sik" was already taken =/ By the way, Sik is pronounced like seek, not like sick.

Is it normal to feel worried every time they announce a new API version?Like a primal fear of change or something huh.png Its like when people panicked about XNA's future.

I'd like to see if Khronos has any news on OpenGL 5 (or 4.4), unless they're specifically playing "catch-up" with DirectX right now (ie, no news until new DirectX gets released).

I guess the problem is this: http://www.rockpapershotgun.com/2013/02/22/week-in-tech-the-end-of-graphics-and-other-stuff/

No point in updating the APIs when the hardware itself isn't bringing much new to the table

I'd have guessed that hardware adapts to new API specs rather than the reverse.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator





I'd like to see if Khronos has any news on OpenGL 5 (or 4.4), unless they're specifically playing "catch-up" with DirectX right now (ie, no news until new DirectX gets released).

I guess the problem is this: http://www.rockpapershotgun.com/2013/02/22/week-in-tech-the-end-of-graphics-and-other-stuff/
No point in updating the APIs when the hardware itself isn't bringing much new to the table
Usually the reverse is true. You can check up on the OpenGL extension registry because typically new graphics functions show up as OpenGL extensions rather early in the process.

The last forty or so of the extensions are not in the current Direct3D in any obvious form. There are also quite a few of the roughly 570 extensions that have never been incorporated into Direct3D but are available to OpenGL developers.

An SDK update will likely include several of the new OpenGL extensions that are now missing in Direct3D, but not all of them.


This problem is the main gripe about Direct3D, and why I have always disliked it.

In the OpenGL world you simply test if a feature is present. If it exists you can use it. You need only wait until the driver supports it. As a programmer you are expected to know what features are fast and modern, and know what features are slow and ancient. You can mix and match old and new, fast and slow. When a new feature comes out you do not need to rewrite your game engine, you can simply enumerate and use the feature if enumeration succeeds. And if you are working with a hardware vendor on a cool new feature you only need to wait for your experimental drivers and not for a new version of the operating system.

Direct3D provides the convenience of a single feature set: If you can create the interface then you get those features, all from the same graphics card era. That is also its fatal flaw. If the feature is not in the feature set you cannot get access to it. If you want to target cards from 2003 but also take advantage of newer features on new cards there is no way to do it on Direct3D. For quite some time many games shipped with dual binaries to handle different versions of Direct3D. This is something OpenGL developers don't encounter.


If you want to know what is coming in the next Direct3D release, look at the features that OpenGL has added over the last two years. Direct3D will include some (but usually not all) of those.

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