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Tag Archives: Direct3D
Another adventure in downgrading, part 4: Fixed function
A few months ago, I discussed downgrading a modern codebase to .NET 4 and Windows XP. I managed to get the code working to the point that all functionality worked, aside from web views, given that browsers no longer support … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged .NET 4.0, C, D3D, D3D9, Direct3D, Direct3D9, DirectShow, DirectX, DirectX 9, DirectX Effect, downgrade, Effect file, fixed function pipeline, legacy, NAudio, PixelShader, shader compiler, Shader Model 2.0, shaders, SM2.0, VertexShader, Windows XP, XP
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DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
GameWorks vs GPUOpen: closed vs open does not work the way you think it does
I often read people claiming that GameWorks is unfair to AMD, because they don’t get access to the sourcecode, and therefore they cannot optimize for it. I cringe everytime I read this, because it is wrong on so many levels. … Continue reading
Posted in Direct3D, OpenGL, Software development, Software news
Tagged AMD, D3D, Direct3D, DirectX, driver cheats, GameWorks, gaming, Gaming Evolved, GPUOPen, nvidia, OpenGL, optimization, The Way It's Meant To Be Played
21 Comments
The myth of HBM
It’s amazing, but AMD has done it again… They have managed to trick their customer base into believing yet another bit of nonsense about AMD’s hardware. This time it is about HBM. As we all know, AMD has traded in … Continue reading
Posted in Hardware news
Tagged AMD, Direct3D, framerate, Fury, gaming, HBM, jitter, myth, OpenGL, performance, Radeon, stutter
22 Comments
Direct3D 11.3 (and nVidia’s Maxwell Mark 2)
A few days ago, nVidia introduced the new GTX970 and GTX980, based on the Maxwell architecture. A bit of a surprise however, is that this is a ‘Mark 2’ version of the Maxwell architecture, which has some new features that … Continue reading
Posted in Direct3D, Hardware news, OpenCL, OpenGL, Software development
Tagged AMD, conservative rasterizing, D3D, Direct3D, Direct3D 11.3, Direct3D 12, DirectX, geforce, GTX970, GTX980, Maxwell, Microsoft, nvidia, volume tiled resource
26 Comments
When old and new meet: lessons from the past
As you may know, I like to dabble in retro-computing. I have held on to most computers I’ve used over the years, and I play with them from time to time. However, an interesting change has happened over the years: … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development
Tagged 3D, Amiga, assembly, C, C64, Commodore 64, compatibility, compiler, digital longevity, Direct3D, directx sdk, libraries, MS-DOS, oldskool, OpenGL, portability, retro, Windows SDK
2 Comments
Who was first, DirectX 12 or Mantle? nVidia or AMD?
There has been quite a bit of speculation on which API and/or which vendor was first… I will just list a number of facts, and then everyone can decide for themselves. Microsoft’s first demonstrations of working DX12 software (3DMark and … Continue reading
DirectX 12: A first quick look
Today, Microsoft has presented the first information on DirectX 12 at the Game Developers Conference, and also published a blog on DirectX 12. nVidia also responded with a blog on DirectX 12. In Direct3D 12, the idea of deferred contexts … Continue reading
Posted in Direct3D, Software development, Software news
Tagged D3D12, Direct3D, DirectX, DirectX 12, Fermi, Kepler, Mantle, Maxwell, Microsoft, multi-core, multithread, nvidia, the Game Developers Conference
6 Comments
Independent Mantle benchmarks start to trickle in
Traditionally I like to look at the benchmarks from Anandtech’s review. And their findings fit exactly with the prediction I made earlier: a high-end setup will likely see 10-15% gain at best. The lower the graphics detail, the more Mantle … Continue reading
Posted in Direct3D, Hardware news, Software development, Software news
Tagged AMD, anandtech, Battlefield 4, DICE, Direct3D, FPS, Mantle, Radeon, Windows
55 Comments
Alex St. John: The Evolution of Direct3D
I just stumbled upon this blog by Alex St. John, one of the creators of DirectX at Microsoft: http://www.alexstjohn.com/WP/2013/07/22/the-evolution-of-direct3d/ It gives a very interesting view on how OpenGL and Direct3D related to each other in the early days, within Microsoft. … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Software news
Tagged Alex St. John, Direct3D, DirectX, evolution, games, gaming, graphics, history, Microsoft, OpenGL
2 Comments