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Tag Archives: DirectX
Running anything Remedy/Futuremark/MadOnion/UL in 2020
There has always been a tie between Futuremark and the demoscene. It all started with the benchmark Final Reality, released by Remedy Entertainment in 1997. Remedy Entertainment was a gaming company, founded by demosceners from the legendary Future Crew and … Continue reading
Posted in Direct3D, Oldskool/retro programming, Software development
Tagged 16-bit, 32-bit, 3DMark, 3DMark Vantage, 3DMark03, 3DMark05, 3DMark06, 3DMark11, 3DMark2000, 3DMark2001SE, 3DMark99Max, 64-bit, DirectX, DOS, Final Reality, FutureMark, MadOnion, ntvdm, oldskool, otvdm, retro, Win16, Win32, Windows-on-Windows, winevdm, WOW64
5 Comments
Batch, batch, batch: Respect the classics!
Today I randomly stumbled upon some discussions about DirectX 12, Mantle and whatnot. It seems a lot of people somehow think that the whole idea of reducing draw call overhead was new for Mantle and DirectX 12. While some commenters … Continue reading
Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development, Vulkan
Tagged 2001, 2003, Batch batch batch, BSP, DirectX, Draw call overhead, Game Developers Conference, Gamedev.net, Leafy BSP, Microsoft, nvidia, OpenGL
5 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
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
Richard Huddy back at AMD, talks more Mantle…
Richard Huddy did an interview with Tech Radar. One of the things he discussed there was the current state of Mantle, and its future. One interesting passage in the interview is this: DirectX is a generic APi. It covers Intel … Continue reading
Posted in Direct3D, Software development, Software news
Tagged AMD, D3D, D3D12, Direct3D 12, DirectX, DirectX 12, DX, DX12, generic APi, Intel hardware, Mantle, nvidia, Richard Huddy, Tech Radar
8 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
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
Valve to bring Steam and Left 4 Dead 2 to linux
There have been rumours about a linux version of Steam for a long time, but a few days ago, Valve finally made an official announcement of Steam for linux. At the same time, they are also making Left 4 Dead … Continue reading
Posted in Direct3D, OpenGL, Software development, Software news
Tagged Android, console, Direct3D, DirectX, gaming, linux, native, OpenGL, OS X, performance, PlayStation, port, software, sony playstation 3, Source, Steam, technology, Valve, XBox
17 Comments
Be aware of the world around you
Now that we are nearing the release of Windows 8, I think it is a good time to talk about the changes in the world of technology in general, and how you deal with them. As a software developer, it … Continue reading
Posted in Direct3D, Software development
Tagged backward, compatibility, Direct3D, DirectX, directx 10, enterprise-it, forward, future, gaming, library, runtime, SDK, software, Vista, Windows, Windows 7
8 Comments