Sign in to follow this  
MattJack2000

DX11 DX11 and compatibility with "old" graphic cards

Recommended Posts

MattJack2000    100
Hello everybody,

I have a question about DX11.
Currently I have written a 3D engine in (managed) DirectX 9.0c.
I plan to migrate to DirectX 11 (using for example SlimDX) but I'm affraid about compatibility, in particular with customers using small graphic cards or intel chipset (Intel 965, etc.)
Today my 3D engine works well and fast even with such old graphic cards / chipset.

In theory, reading MSDN stuff, DirectX 11 is useable even with non-DirectX 11 graphic card, using "Feature level = 9".
Well, sounds great. But now, what about performance?

When I read MSDN articles, I understand that all functionalities that were working with hardware acceleration under DirectX9 will also work with hardware acceleration under DirectX 11.
But I don't verify this at all: For example, with a "[font=Calibri, sans-serif][size=2]Intel® Graphics MediaAccelerator 3150",[/size][/font] the DX SDK sample "Basic HLSL" is runnning great, in HAL, with DirectX 9. When running the same sample compiled with DirectX 11, HAL driver is not available, but only WARP, and as a consequence the sample is running with the CPU, and as a consequence slowly.
I might misunderstand something!

So :[u] Do you think that DirectX 11 is efficient with old, DX9, graphic cards ?[/u]

Thanks in advance for your comments !

Share this post


Link to post
Share on other sites
damiena    100
I think you answered your own question:

[quote]But I don't verify this at all: For example, with a "Intel® Graphics MediaAccelerator 3150", the DX SDK sample "Basic HLSL" is runnning great, in HAL, with DirectX 9. When running the same sample compiled with DirectX 11, HAL driver is not available[/quote]

Your best bet at maintaining compatibility with these old cards is to leave in the DX9 renderer.

Share this post


Link to post
Share on other sites
mind in a box    887
The Samples in the DirectX SDK don't specify the feature level 9, they use either 10, 10.1 or 11.

You should try to modify the sample so that it uses feature level 9. You can't simply change the 11 to a 9, you'll also have to modify some of the code, like the shader model of the loaded shaders.
Of course you can't use things like the shader model 4 or 5, or some other D3D10 or 11 features.

But if you use only the features available to D3D9 it should run just as fine as it ran with a D3D9-Card, even though you are using the D3D11 API.

[quote]Your best bet at maintaining compatibility with these old cards is to leave in the DX9 renderer.[/quote]

You only need to leave in the D3D9-Renderer when you want compatibility with Windows XP. For everything else you can use the feature-levels.

Share this post


Link to post
Share on other sites
MattJack2000    100
[quote name='mind in a box' timestamp='1305561304' post='4811473']
The Samples in the DirectX SDK don't specify the feature level 9, they use either 10, 10.1 or 11.
You should try to modify the sample so that it uses feature level 9.
[/quote]


The sample BasicHLSL11 proposes Feature Level 9_2, 9_3, 10_0, ...
But no 9_0
so => I'll give a try = modify the code so that 9_0 is available, then see what happens.
I will tell you!

Share this post


Link to post
Share on other sites
MickeyMouse    201
On a slightly unrelated note - take a look at Steam's survey on GPUs in their customers PCs:
[url="http://store.steampowered.com/hwsurvey/"]http://store.steampowered.com/hwsurvey/[/url]

Very few people have DX11 capable GPUs but there's many with DX10.

Share this post


Link to post
Share on other sites
damiena    100
[quote name='mind in a box' timestamp='1305561304' post='4811473']
You only need to leave in the D3D9-Renderer when you want compatibility with Windows XP. For everything else you can use the feature-levels.
[/quote]
The problem that he will run into is that Intel only exposes the lowest feature level (FEATURE_LEVEL_9_1), even if his hardware supports Direct 9.0c when running on XP. So he will run into problems if he uses features (from 9.0c) that aren't available to FEATURE_LEVEL_9_1. A list of limitations of FEATURE_LEVEL_9 can be found [url="http://msdn.microsoft.com/en-us/library/ff476876%28v=vs.85%29.aspx"]here[/url].

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By RubenRS
      How do i open an image to use it as Texture2D information without D3DX11CreateShaderResourceViewFromFile? And how it works for different formats like (JPG, PNG, BMP, DDS,  etc.)?
      I have an (512 x 512) image with font letters, also i have the position and texcoord of every letter. The main idea is that i want to obtain the image pixel info, use the position and texcoords to create a new texture with one letter and render it. Or am I wrong in something?
    • By thmfrnk
      Hey,
      I found a very interesting blog post here: https://bartwronski.com/2017/04/13/cull-that-cone/
      However, I didn't really got how to use his "TestConeVsSphere" test in 3D (last piece of code on his post). I have the frustumCorners of a 2D Tile cell in ViewSpace and my 3D Cone Origin and Direction, so where to place the "testSphere"? I thought about to also move the Cone into viewspace and put the sphere to the Center of the Cell with the radius of half-cellsize, however what about depth? A sphere does not have inf depth?
      I am missing anything? Any Ideas?
      Thx, Thomas
    • By Modymek
      hi all
      I want to enable and disable shader in MPCH Media player Classic
      the MPCH have shader option using HLSL shaders
      I want the shader to read each file extension before it plays the file
      so if the video file name is video.GR.Mp4 it will play it in Grayscale shader 
      if it is not and standard file name Video.Mp4 without GR. unique extension so it plays standard without shader or end the shader
      here is the shader I have for grayscale
      // $MinimumShaderProfile: ps_2_0
      sampler s0 : register(s0);
      float4 main(float2 tex : TEXCOORD0) : COLOR {
          float c0 = dot(tex2D(s0, tex), float4(0.299, 0.587, 0.114, 0));
          return c0;
      }
       
      I want to add if or block stantement or bloean to detect file name before it call the shader in order to go to the procedure or disable it or goto end direct without it
       
      any thoughts or help
    • By noodleBowl
      I've gotten to part in my DirectX 11 project where I need to pass the MVP matrices to my vertex shader. And I'm a little lost when it comes to the use of the constant buffer with the vertex shader
      I understand I need to set up the constant buffer just like any other buffer:
      1. Create a buffer description with the D3D11_BIND_CONSTANT_BUFFER flag 2. Map my matrix data into the constant buffer 3. Use VSSetConstantBuffers to actually use the buffer But I get lost at the VertexShader part, how does my vertex shader know to use this constant buffer when we get to the shader side of things
      In the example I'm following I see they have this as their vertex shader, but I don't understand how the shader knows to use the MatrixBuffer cbuffer. They just use the members directly. What if there was multiple cbuffer declarations like the Microsoft documentation says you could have?
      //Inside vertex shader cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInputType ColorVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the input color for the pixel shader to use. output.color = input.color; return output; }  
    • By gomidas
      I am trying to add normal map to my project I have an example of a cube: 
      I have normal in my shader I think. Then I set shader resource view for texture (NOT BUMP)
                  device.ImmediateContext.PixelShader.SetShaderResource(0, textureView);             device.ImmediateContext.Draw(VerticesCount,0); What should I do to set my normal map or how it is done in dx11 generally example c++?
  • Popular Now