DX10.1 First Half 2008?

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First of One

http://www.theinquirer.net/default.aspx?article=35932
Pretty quick DirectX succession, since DX10.0 won't be released until we are
well into 2007.

A few other links on DX10.1:
http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=103&Itemid=29
http://download.microsoft.com/download/5/b/9/5b97017b-e28a-4bae-ba48-174cf47d23cd/PRI022_WH06.ppt

According to Elitebastards is that DX10.1-compliant hardware won't be
available for some time after the specifications are released. So video card
buyers never get any kind of "rules stability". To make matters more
interesting, DX10.1 has some good features, like greater application control
over FSAA sample patterns so we get more equal image quality across
different brands.
 
http://www.theinquirer.net/default.aspx?article=35932
Pretty quick DirectX succession, since DX10.0 won't be released until we are
well into 2007.

A few other links on DX10.1:
http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=103&Itemid=29
http://download.microsoft.com/download/5/b/9/5b97017b-e28a-4bae-ba48-174cf47d23cd/PRI022_WH06.ppt

According to Elitebastards is that DX10.1-compliant hardware won't be
available for some time after the specifications are released. So video card
buyers never get any kind of "rules stability". To make matters more
interesting, DX10.1 has some good features, like greater application control
over FSAA sample patterns so we get more equal image quality across
different brands.

All BS..........

Read Anand's article on the 8800 and get better informed. The new GPUs
are now fully-programmable stream-processors. Iterations of Dx10 will
just mean some driver tweaks for the foreseeable future, at least as
far as the 8800-family is concerned. And FSAA sample-patterns are
"beauty in the eye of the beholder" as they are all
approximation-regenerations of lost or non-existent data. There is no
"perfect-solution" to the FSAA problem.

John Lewis
 
Right, three different sources, one of which is Microsoft's own WinHEC
presentation, all BS.

Interestingly, I never mentioned anything specific to the Geforce 8800 in my
original post, yet you immediately got defensive. If FSAA sample patterns
are indeed "beauty in the eye of the beholder", then it's even more
appropriate for the game developer to have control over which algorithm is
used in different portions of each scene, or even flip back and forth among
2-3 different patterns with every frame. Now, this kind of "programmable AA"
has been doable on ATi hardware since the Radeon 9700 days, so it shouldn't
be hard to implement. The Geforce 8800 may be capable of this level of
programming with a new driver release. Or nVidia may find it convenient to
release something like a Geforce 8900 in six months with a slightly evolved
GPU design. Frankly it's hard to tell since Vista drivers for the 8800 are
not available yet...

Remember the 3dfx T-buffer effects like motion blur and depth-of-field? It
appears DX10.1 will allow the game to control them via standard API calls,
and the card will be required to generate all the effects with full FP32
blending for HDR, etc. DX10.1 and WDDM 2.1 are good things, since the
standardization will encourage developers to use these effects beyond a few
tech demos.

Note that the next-generation XBox is already in the planning stages. Those
companies need to have a continuous revenue stream by forcing people to
upgrade. God forbid GPUs reach a features freeze like CPUs, and then have to
compete based on price and performance alone. :-)
 
Right, three different sources, one of which is Microsoft's own WinHEC
presentation, all BS.

Interestingly, I never mentioned anything specific to the Geforce 8800 in my
original post, yet you immediately got defensive.

Nope. Not defensive. The 8800 is the only DX10.x card out right now,
so I just used it as an example of the new-generation GPU. Anyway FSAA

is neither here nor there with the high line/pixel/frame rates of the
new cards. Purely eye-candy and an undending discussion-item with no
effect on game-play immersion.

John Lewis
 
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