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DirectX 9 December 2005 SDK is now available...

Started by jollyjeffers Dec 12, 2005 at 12:48 PM 60 replies 25.4k views
Original Post
jollyjeffers
jollyjeffers
Evening all... As hinted at by David Weller last week, the latest release of the SDK is now available: http://msdn.microsoft.com/directx/sdk/... Of primary interest is likely to be the Direct3D 10 December 2005 Technology Preview. Direct3D 10 rocks, and if you want to know why then you best go download this SDK [grin] Main SDK Download (~325mb), End User Runtimes (~47mb) and Symbol Files (~37mb)
Quote:
This release of the Microsoft DirectX SDK includes the Direct3D 10 Technology Preview – an early pre-release showcasing the newest set of graphics API's for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview also provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional documentation, tools, API’s, samples, and other content will be provided in upcoming DirectX SDK releases. Samples and applications built with the Direct3D 10 December 2005 Technology Preview require the Windows Vista operating system December 2005 Community Technology Preview (CTP) to run. The Windows Vista December 2005 CTP will be available to MSDN subscribers. Instantiating a Direct3D 10 hardware device requires Direct3D 10-capable graphics hardware with a Windows Vista Display Driver Model (WDDM) driver. As of the release of this Technology Preview, such hardware is not publicly available. A software fallback (the Direct3D 10 Reference Rasterizer) is provided. Pre-rendered versions of Direct3D 10 samples have also been provided.
However, note (emphasis mine) that you'll be needing the latest Windows Vista CTP to experience it... which might well be a sticking point for some. David Weller speaks on the release:
Quote:
The Windows Graphics and Gaming Technology Team is proud to announce the latest version of the DirectX SDK, available for immediate download! The latest SDK, as always, can be found at http://msdn.com/directx/sdk. So what's new? Well, some of the really cool additions and updates are: - Direct3D 10 Technology Preview: That's not a typo. If you have Windows Vista, you'll be thrilled to get your hands on this _very early_ preview of the new version of Direct3D. - Microsoft Cross-Platform Audio Creation Tool (XACT Beta): Our audio geniuses are at it again. - Managed DirectX for .NET Framework 2.0 (Beta): Much improved from October's SDK, this new version includes support for the retail version of Visual Studio 2005 family of products. - Windows Vista Game Explorer (Beta): "Getting your game on" takes on new meaning in Windows Vista. Learn how to get your game integrated into the Game Explorer. - DirectX Runtime: We've now created a cumulative redist to help you address some of the small (and not-so-small) annoyances with the runtime. In addition, we now offer a web installer that will incrementally update your end user to the latest DirectX runtime libraries. - XInput: New and improved, with an article included on how to use DirectInput and XInput together! - Tools: PIX and DxErr have been improved - Samples: New samples on HDR, as well as numerous additions to help you learn Direct3D 10, have been added. Also returning by popular demand: the Pick sample. - Technical Article Updates: We've added tons of new technical articles. Find them all in the DirectX SDK Sample Browser. David Weller, Community Manager, Windows Graphics and Gaming Microsoft (Not affiliated with GameDev.Net :-)
Enjoy! Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
acid2
acid2
Oh WOOT! It's downloading atm but please PLEASE say they've worked on MDX 2.0. In my team, we are using .NET 2.0 and hopefully generics and DX is going to give a performence boost. *Crosses fingers* Oh yea... and directx 10... but thats all...unmanaged and icky!

Thanks for this update jollyjeffers :)
jollyjeffers
jollyjeffers
One other thing... on the subject of Direct3D 10... I've been a bit busy, so I'm a little behind, but I've got a couple of articles written up for you guys.

I just want to check them on this latest version and I'll see about making them available [smile]

Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
Promit
Promit
Wow, it's a lot bigger than the October one. Lucky that I'm downloading at 800 KB/s [grin]

It's nice to see that there's finally MDX for .NET 2.0. I assume they did FX highlighting for VS8 as well?
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.
jollyjeffers
jollyjeffers
Quote:
Original post by Promit
Wow, it's a lot bigger than the October one. Lucky that I'm downloading at 800 KB/s [grin]

I guess it's bigger because it's DX9 and DX10...

I've just finished downloading all the components, so I'm gonna go play [smile]

Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
circlesoft
circlesoft
Quote:
Original post by jollyjeffers
One other thing... on the subject of Direct3D 10... I've been a bit busy, so I'm a little behind, but I've got a couple of articles written up for you guys.

I also have some samples I would like to share, mainly centered around Geometry Shaders.

Quote:
However, note (emphasis mine) that you'll be needing the latest Windows Vista CTP to experience it... which might well be a sticking point for some.

Indeed...if you don't have an MSDN subscription, then you pretty much can't run it. You can look at code and samples for a few months though, until Vista B2 comes out. Yea, I know it sucks [crying]

Quote:
Original post by Promit
Lucky that I'm downloading at 800 KB/s [grin]

Pretty much the one and only thing Resnet is good for hehe
Armadon
Armadon
Just marvelous. Thank you to David Weller and Mr. Jack Hoxley for making a post about this. Let's get some development going and we are looking forward to those articles by the DirectX MVP's Mr. Franklin and Mr. Hoxley.

Awesome.
Nik02
Nik02
Wait for some articles from DirectX MVP Mr. Suni also, concerning implementing networked AI using next-generation graphics hardware [wink]

(as soon as I can dig myself up from my huge pile of work).
Niko Suni
jollyjeffers
jollyjeffers
Quote:
Original post by Nik02
Wait for some articles from DirectX MVP Mr. Suni also, concerning implementing networked AI using next-generation graphics hardware [wink]

(as soon as I can dig myself up from my huge pile of work).

This is one I'm definitely looking forward to [smile]

Quote:
One other thing... on the subject of Direct3D 10... I've been a bit busy, so I'm a little behind, but I've got a couple of articles written up for you guys.

I just want to check them on this latest version and I'll see about making them available [smile]

Jack

As promised: [D3D10] A simple comparison of D3D9 and D3D10

Jack
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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ |
jollyjeffers
jollyjeffers
Quote:
Original post by j stagner
Quote:

As promised: [D3D10] A simple comparison of D3D9 and D3D10

Jack


Man, I am really looking forward to reading it. Can you post a link that works, please? ;)

EDIT: Wow, that was speedy. Thank you!!!

Haha, yeah - fixed it now. Not entirely sure how that path ended up on my clipboard instead of the real one though [oh]

Jack
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circlesoft
circlesoft
Here is one of the Geometry Shaders that I have been working on:

Tesselator.fx



Basically, it just takes a triangle, and breaks it down into smaller triangles. It's pretty simply, and doesn't really work all that well (it doesn't do it smoothly like you would want). For me, it was just an exercise in emitting lots of vertices.

I investigated further into the practicality of using GS for tesselation purposes, and it turns out that it is a very bad idea. First-generation hardware will simply not have the performance for that kind of mass output. You may be able to do 1 level of tesselation, but nothing big. I had looked into doing arbitrary n-patch tesselation (ie bezeir curved surfaces), but stopped when I figured out that it will be waaaaay too slow.

I had also looked at doing what I called "adaptive tesselation", where the GS would tesselate the primitive more or less, based on the camera's distance and viewing angle. Essentialy, this would let the parts of the model that you are looking at have finer detail. However, I stopped working on that too.

Also, I didn't test this with the new SDK, because the new Vista CTP isn't out yet. Hopefully soon....
jollyjeffers
jollyjeffers
Quote:
Original post by circlesoft
I investigated further into the practicality of using GS for tesselation purposes, and it turns out that it is a very bad idea. First-generation hardware will simply not have the performance for that kind of mass output. You may be able to do 1 level of tesselation, but nothing big. I had looked into doing arbitrary n-patch tesselation (ie bezeir curved surfaces), but stopped when I figured out that it will be waaaaay too slow.

Because the GS has visibility to whole primitives, it should be very powerful when it comes to organising internal rendering. I'm expecting this to be (at least initially) the main focus.

If you think about it - apart from a few odd hacks, the VS and PS we currently have doesn't really know anything about where it belongs - what triangle the vertex is part of etc...

With the IA's counters (VertexID, PrimitiveID and InstanceID) along with the GS's topological visibility it means that the code we write for the GPU has a lot more knowledge of what it's dealing with.

As well as single-pass cubemap rendering, I'm expecting some funky GPU-based material systems to appear. Anything to offload the complexity of a CPU-based material sorting/management system would be nice [smile]

Jack
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circlesoft
circlesoft
Quote:
Original post by jollyjeffers
As well as single-pass cubemap rendering, I'm expecting some funky GPU-based material systems to appear. Anything to offload the complexity of a CPU-based material sorting/management system would be nice [smile]

I think you are going to see some very, very high-quality particle systems being developed. For those of you who haven't really looked into GS, it is great for particle systems, because you can essentially take a point (represented by 1 vertex) and output an entire primitive representing that point. This is great, because:

(a) You don't have to use so much memory in buffers for the particle systems, since you are only storing 1 vertex per point now

(b) You can animate the points on the GPU using stream-out. This means that you don't have to lock the buffer to update your particle system anymore.

In my opinion, we are going to see an explosion of natual effects. Of course, this is linked with the above particle system technique, since many natural effects (ie rain, snow, ect...) use them. Also, things like massive amounts of grass and fur can really be rendered well now.
Aiursrage2k
Aiursrage2k
Does this mean that windows XP cannot run dx10, *la cry.
Insufficent Information: we need more infromationhttp://staff.samods.org/aiursrage2k/
jollyjeffers
jollyjeffers
I'm wondering if theres much scope to output multiple particles per input vertex...

It probably wouldn't be physically accurate as such, but just to clone a particle and offset it a number of times might well be an easy way to make "dense" particle systems...

Quote:
Does this mean that windows XP cannot run dx10, *la cry.

DirectX10, from the outset, was a Vista-generation technology. It wasn't intended to run on XP.

XP isn't going to suddenly disappear overnight, such that DirectX9 will still be a viable candidate for a while yet - especially with the "DirectX9.L" version appearing on Vista.


Jack
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remigius
remigius
Or to learn some new technologies to get an edge on future markets :p

Anyway, so DX10 doesn't come with a Managed wrapper yet, right? Just making sure, since I'm almost considering gettting myself a MSDN subscription because of all the things I currently seem to be missing out on...

Isn't there some kind of discount on MSDN subscriptions for Microsoft Volume Licensees? Need to convince management ;)
jollyjeffers
jollyjeffers
Quote:
Original post by Anonymous Poster
there will be no dx10 hw for a while
there will be no dx10 hw in the massmarket for very long time
vista has not one exceeding must-have-feature over XP

so why would someone really need all this new useless stuff!?

I bet, only some tech-geek's :-P

You're more than welcome to dislike Microsoft products (etc..) but this is a development forum for those that are interested in using these technologies - such that sweeping blows are neither constructive nor interesting.

By all means, if you have some facts and logical reasonining to back up any concerns or critiscms you have of DX10 then by all means post back. I'm sure people will be happy to discuss... Just do so in a professional manner.

We had enough trouble for the October '05 thread - it got boring pretty quickly and I'd prefer not to see a repeat of it [smile]

Quote:
Original post by Anonymous Poster
"XP isn't going to suddenly disappear overnight"

I don't see XP disappear in a lot of years
vista will play only a minor role in the next years

It's worth realising that Microsoft tend to have a 5-year support cycle for their software. Windows 2000 expired on July 30th this year. Windows XP's official life cycle ends on December 31st 2006 (see here). This means that the big corporate customers won't be able to get official support for their platform anymore - which will drive them to upgrade to a supported platform.

Sure it's never that simple, nor does that necessarily reflect on the home-user market, but I wouldn't go much further than saying that XP will be around for as long as it takes for people to transition/migrate across..

hth
Jack
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circlesoft
circlesoft
Quote:
Original post by Anonymous Poster
but here we are on an gamedev forum, so the only important market is the home-user market

What do you mean home dev only? There are plenty of professionals that come here. Gamedev has long since evolved from hobbyist-exclusive environment.

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and I dont see a strong reason why they should/could move the vista in the next years

What is your reasoning behind this? Personally, I still favor using Windows XP at this point, since the Vista beta builds don't really offer that much. However, they are only betas and there is still 1+ years left of dev time. If you look at what the goals for Vista are, they are quite ambitious, so really, I don't know what you mean.

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I dont think it's a good move when developer's force the user to buy the newest microsoft system, when there are no really is a very good reason for it
for me the vista exclusive support of dx10 or better of the nextgen hw is only a marketing decision to force the sells of vista

Well, the reason that D3D10 requires new hardware goes down to the fundamentals of D3D10 - mainly a new driver model, unified caps, and shared resources. Each of these is a large step foward from what we currently have, in terms of stability, portability across hardware, and of course performance.

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maybe you say there are this and that technical reasons it only works on vista, but I believe it would also possible on XP

Perhaps, if you made a completely new display driver model for XP (ie isn't going to happen). Plus, like Jack said, XP is already 4 years old, been through 2 service packs, and is on its way out. I like XP too, but it is getting to be a little aged.

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