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Xbox 360 / DX10 ?
For a while now I've been thinking about the API that 360 uses. From what I understand, it is derived from directx9.0c, but also has "limited" instructions for directX 10.
So I've been wondering, if the ati card in the 360 has a unified shader arch and is supposedly dx10 compatible, why can't MS use the hard drive and xbox live service to update 360's to direct x 10?? I understand ps3 runs off of what is essentially a 7800, which is strictly dx9, so the option isnt there for them from what I know, but why cant MS go there? |
Re: Xbox 360 / DX10 ?
The Xbox360's api is custom made to take full advantage of the R500. The latest DX would be of no benefit.
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Re: Xbox 360 / DX10 ?
How could it not benefit? If it can support dx10, wouldnt it benefit in the way of new features like pixel shader 4.0, etc.
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Re: Xbox 360 / DX10 ?
DX9c did not enable a geforce 3 to run SM3.0, and DX10 will not allow the Xbox to run anything the hardware doesn't support. The xbox360's api supports all of the chips features already. If the R500 supported SM4, the xbox360's api would have allowed game developers to use it from the very beginning. If not, it can never be enabled. Anyway to slice it, Microsoft isn't holding back on the xbox's capabilities through software.
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Re: Xbox 360 / DX10 ?
Dx9 and Dx10 can be considered a abstraction layer to abstract all the different implementations, etc on the pc. The 360 has simply cut away most of the abstraction layers to the point where they accessing near the hardware itself. As such the 360 graphics api really does not need to change over it's lifespan, excluding the addition of optimized routines.
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Re: Xbox 360 / DX10 ?
The XB360 GPU is not full DX10, it has some features like a unified shader, some pixels can act as vertex and visa-versa.
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Re: Xbox 360 / DX10 ?
I see what your saying now. I understand a g3 wont run sm3.0 =)
I was under the belief that the Ati card was dx10 capable, but it is not. Thanks for clearing that up for me. |
Re: Xbox 360 / DX10 ?
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But should you be asking the contrived question: If you were to take the graphics parts from the 360 and make a pc video card from them, could it be a dx10 part? Sure. |
Re: Xbox 360 / DX10 ?
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Then see, it makes me wonder why they didn't develop it around dx10, I mean they're microsoft, they friggin' MAKE directX, your telling me you can't get it into a console in time for your launch? Isn't xbox based around dx8 while ps2 and cube engines around dx7? That visual difference is there. I can't help but feel 360 would have a hell of an edge if it were capable of games like crysis-in all it's glory. It would also help the systems life cycle... |
Re: Xbox 360 / DX10 ?
I don't think it is really that simple. As was mentioned, the 360 is based upon a modified dx9. While I haven't delved into checking that myself, I have no problems believing that it is true. The key to the 360 development in regards to it's graphics api, is that the api while at least loosely based upon dx9c can also have been extended with dx10 functionality. In addition besides the changes in overhead between dx9 and dx10, the shader functionality was somewhat included in the pc version of dx9c. The problem is that these kinds of things get complex really quickly and enter a gray area to boot.
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Re: Xbox 360 / DX10 ?
The XBox API will soon support the DX9 and DX10 interfaces. This is mainly for developer portability convenience. The XBox GPU has more features than DX9 but not all features of DX10, so those missing features will be inaccessible. For best performance or flexability, the XBox already has an extended DX interface bypassing much of the familiar Windows DX API.
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Re: Xbox 360 / DX10 ?
regardless of "DX10 compatibility" the 360 can produce DX10 class graphics. Those who doubt, please play Gears of War.
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