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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualNik02

Posted 13 July 2012 - 12:26 AM

What are the exact features present in the 11.0 profile that you can't live without?

Functionality equivalent to tessellation and compute shaders is fairly trivial to implement in software, even though the rest of the drawing would happen in actual GPU hardware (even legacy GPUs). Of course, software is always going to be slower at these, and neither WARP nor your theoretical custom sw driver won't change that.

And, as I said previously, the newest version of WARP does support the D3D11 feature set. You just have to wait until the 11.1 runtime is released later this year. If you can't really wait, the only way is to write your own driver - which couldn't be farther from trivial, but is possible for an experienced software engineer team with a lot of time on their hands. Writing the driver from scratch very likely takes more time than waiting for the new WARP driver, though; no matter how experienced the team is.

#4Nik02

Posted 13 July 2012 - 12:25 AM

What are the exact features present in the 11.0 profile that you can't live without?

Functionality equivalent to tessellation and compute shaders is fairly trivial to implement in software, even though the rest of the drawing would happen in actual GPU hardware (even legacy GPUs). Of course, software is always going to be slower at these, and neither WARP nor your theoretical custom sw driver won't change that.

And, as I said previously, the newest version of WARP does support the D3D11 feature set. You just have to wait until the 11.1 runtime is released later this year. If you can't really wait, the only way is to write your own driver - which couldn't be farther from trivial, but is possible for an experienced software engineer team with a lot of time on their hands. Writing the driver from scratch very likely takes more time than waiting for the new WARP driver, though.

#3Nik02

Posted 13 July 2012 - 12:19 AM

What are the exact features present in the 11.0 profile that you can't live without?

Functionality equivalent to tessellation and compute shaders is fairly trivial to implement in software, even though the rest of the drawing would happen in actual GPU hardware (even legacy GPUs). Of course, software is always going to be slower at these, and neither WARP nor your theoretical custom sw driver won't change that.

And, as I said previously, the newest version of WARP does support the D3D11 feature set. You just have to wait until the 11.1 runtime is released later this year. If you can't really wait, the only way is to write your own driver - which couldn't be farther from trivial, but is possible for an experienced software engineer team with a lot of time on their hands.

#2Nik02

Posted 13 July 2012 - 12:12 AM

What are the exact features present in the 11.0 profile that you can't live without?

Functionality equivalent to tessellation and compute shaders is fairly trivial to implement in software, even though the rest of the drawing would happen in actual GPU hardware (even legacy GPUs). Of course, software is always going to be slower at these, and neither WARP nor your theoretical custom sw driver won't change that.

And, as I said previously, the newest version of WARP does support the D3D11 feature set. You just have to wait until the 11.1 runtime is released later this year.

#1Nik02

Posted 13 July 2012 - 12:09 AM

What are the exact features present in the 11.0 profile that you can't live without?

Functionality equivalent to tessellation and compute shaders is fairly trivial to implement in software, even though the rest of the drawing would happen in actual GPU hardware. Of course, software is always going to be slower at these, and neither WARP nor your theoretical custom sw driver won't change that.

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