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 The Future of PC Gaming The Possibilities of Direct3D 10
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hmm well ok im tyred and fell asleep once or twise, thr seems to be no concluseion that helps me in any way, but the guys got a nice way of writing, as far as i know directx and gl arnt that far appart... microsofts ok... i need the toilet... when i close my eyes ill drift off into a far away land with 10,000 animals fly-kicking at me... all rendered on the gpu :p

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Those should be the same samples as in the ATi SDK (R2VB - Direct3D). Get the ATi SDK here.

The new samples include

Quote:
R2VB-Animation - Tens of thousands of animated models rendered at interactive frame rates because of render to vertex buffer.
R2VB-ShadowVolume - This sample shows how you can do shadow volume extrusion of animated meshes entirely on the GPU using render to vertex buffer.
R2VB-FootPrint - Deforms a mesh to make footprints in the snow with Render to Vertex Buffer.
R2VB-IK - Inverse kinematics animation with Render to Vertex Buffer.
R2VB-TerrainMorph - A simple example of how to use Render to Vertex Buffer.
R2VB-Cloth - A cloth simulation using Render to Vertex Buffer.
R2VB-Collision - Particles with collision detection using Render to Vertex Buffer.
R2VB-NPatches - A way to do N-Patch tessalation on the GPU using Render to Vertex Buffer.
R2VB-OceanWater - An ocean water wave simulation entirely on the GPU using Render to Vertex buffer for the animation.
R2VB-ParticleSystem - A million particles rendered in real time because of Render to Vertex Buffer.
R2VB-Sort - Transparency sorting entirely on the GPU using Render to Vertex Buffer.
R2VB-Water - A water surface simulation using Render to Vertex Buffer
PS20_StaticBranching - Static branching in a pixel shader is not part of SM 2.0. This sample shows how it can be done.


R2VB currently requires an X1000 card to run



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The download link is not working. Anyone cares to fix it?

Thanx a lot

bboyBladeJ

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Very interesting read, albeit I've read quite a lot of similar stuff already

I think it'll get interesting when we see something usable - to make the most of the D3D10 feature set (and by extension the hardware) will require some pretty complex engines/code/games. Will be interesting to see how many people can really push the limit...

Jack


Jack Hoxley [ Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]

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Not much new content there, but congrats on the writing style, I really enjoyed it!

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An entertaining read - I always enjoy Oluseyi's style. There were a couple of spelling mistakes, though:

Quote:
We begin with a discussion of the limitations inherent in DirectX 9, specifically in Direct3D. Guennardi explains that the API as it currently stands is "batch limited." "You can only perform so many operations within the allotted frame time, because of the amount of overhead inherent in state changes, texture unit access and so on, as well as the organization of the vertex and picture shaders."

Should be "pixel" or "fragment".

Quote:
"Essentially, we are moving from game rendering, again, to game computing." Guennardi takes control of a slider oriented vertically along the rights side of the screen and drags it up and down, and I see the number of on-screen characters swell and shrink in relation.

Should be "right".

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Quote:
R2VB currently requires an X1000 card to run


R2VB gets a lot spicier on X1000, but it only requires a R9500 to execute on.

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Quote:
Original post by Muhammad Haggag
An entertaining read - I always enjoy Oluseyi's style. There were a couple of spelling mistakes, though:

...

Sorry about those. I banged the article out late on Thursday before heading off to Maryland around 2 AM, and I asked the ERB to fast-track it for publication. I'll take full responsibility for those errors.

Thanks.

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All times are ET (US)

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