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.
Show differencesHistory of post edits
#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.
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.
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.
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.
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.