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#13 | |
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Registered User
Join Date: Aug 2002
Location: Australia
Posts: 1,177
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Quote:
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#14 | |
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"Powerstroke Diesel"
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Yeah all DX10 is, is a step up. It runs things smoother, with less cost performance wise. I mean its not going to look any better when some of these games already out put a DX10 patch out. It may run better but it won't look better. However we will see newer games looking better because of how great DX10 is. So they have alot of head room.
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my rig: 2011 Ford F250 Lariat, 6.7 Powerstroke, DPF/urea delete H&S Mini Maxx tuned, w/ fuel box from IDP ET 1/8 8.40 |
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#15 |
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Registered User
Join Date: Aug 2003
Posts: 2,682
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DX10 from a technical standpoint has a large number of easy of use improvements over dx9c. DX10 has a unified shader architecture, so you don't have to mess with different sets of commands and restrictions between vertex and pixel shaders. It has lower overhead for bulk commands. It has done away with cap bits, ie: you support everything in the specification or your not dx10 compliant. As well as many other improvements. Please note I am not a games developer, I just keep aware what is going on in the industry.
As to the "I need the newest version of this api to make things look better", ultimately that line is and always has been hogwash. Like many other fields of study, once you have been given the basic building blocks anything is possible. Having better refined tools to do the job, simply makes the job easier and more efficient. Which is why there was no visible difference between shader model 2.0 and 3.0, even while the same thing is made easier to develop in the 3.0 model. |
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#16 | |
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*BANNED*
Join Date: Dec 2006
Posts: 1,349
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Thanks for explaining things and not flaming me for it in the process =-)
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