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CoryG89

DX11 DirectX 11 SDK - Backwards compatible?

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I know this may sound like a very newbish question, but I can't seem to remember the answer and I was wondering, can I write code for DirectX10 using the current DX11 SDK? It's been a while since I have done any 3D programming and when I put it down I was programming in DX10, but it was with the current SDK. Any insight would be appreciated. Thanks.

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A question is a question, anyways, yes you should still be able to write DX10 games with the DX11 SDK the static libraries you link against and the headers may be under a different directory in the SDK installation.

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Yes, the latest SDK (February 2010) can be used to develop DX9, DX10, and DX11 applications. If you are interested in upgrading to DX11, it uses a similar API structure as DX10 but provides several important updates in functionality (i.e. Compute Shaders and Tessellation). I open sourced my engine if you are interested in some sample code as well (link can be found below...).

Welcome back to 3D!

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It's also worth mentioning that DX11 works on DX10 (and DX9) level hardware, so there isn't much reason to go with DX10.

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Yes, via 'FeatureLevels' you can select a subset of functionality that corresponds to a particular hardware level. This allows you to use D3D11, and still be able to scale down to D3D9/10 hardware features for a wider audience.

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Except that it still needs Vista/Win7 due to the new driver architecture? I'm confused here because to me this suddenly looks like a clean way to support a broad range of GPUs on a modern API. But I can use this only on Vista/Win7, can I?

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Quote:
Original post by Schrompf
Except that it still needs Vista/Win7 due to the new driver architecture? I'm confused here because to me this suddenly looks like a clean way to support a broad range of GPUs on a modern API. But I can use this only on Vista/Win7, can I?


Correct. If you need to support XP you'll have to provide a DirectX 9 rendering path.

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