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OpenGL [discussion]DirectX 9 or 10 or 11?

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IMHO, if I was putting out a game right now, I would support backends for [i]both [/i]DX9 [i]and [/i]DX11 [img]http://public.gamedev.net/public/style_emoticons/default/tongue.gif[/img] ([i]and importantly, feature-level-10 via DX11[/i]).

For a commercial endeavour to cut out 10%-50% of it's clients, you'd want to have a pretty good explanation from your engineering team.

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[quote name='Hodgman' timestamp='1311664779' post='4840399']
IMHO, if I was putting out a game right now, I would support backends for [i]both [/i]DX9 [i]and [/i]DX11 [img]http://public.gamedev.net/public/style_emoticons/default/tongue.gif[/img] ([i]and importantly, feature-level-10 via DX11[/i]).

For a commercial endeavour to cut out 10%-50% of it's clients, you'd want to have a pretty good explanation from your engineering team.
[/quote]

If the game was being RELEASED now (or upto maybe a year in the future) and was targetting audiences covered by both the Steam and Unity survey then I would agree.

If the game was being STARTED now and unlikely to be released for 18 to 24 months then I would argue the engineering effort to fully support both APIs and cover the features would depend on your target market. If you are going after the Steam market for example I would argue (and have done at work) that supporting DX9/XP is wasted effort as 18 months from now I expect that number to be sub-10%.

If you were going after the Unity targted market hten 18 months from now it'll probably still be sane to cover both API/OS combinations as it will probably still be +40%, although I'd keep an eye on it as AMD's APUs might shift this value quicker than expected.

The thing to remember about the Unity data and wiki links is that they are sampling different data sets to the Steam survey. The wiki link certainly is going to pick up the thousands upon thousands of XP installs which are being run in offices which will never run games. The Unity data on the other hand gives a better view of the 'casual' gaming market, which people don't upgrade as fast as the 'hard core' Steam market does.

You can't look at just one data set and say 'see! do this!' you have to consider who you want to go after, the amount of effort you want to put in and long term trends over the development of your game.

Also; Battlefield 3 is being released as DX11 only. If nothing else that should be a pretty good guide as to where effort should be pushed. If someone like DICE and EA are willing to cut the remaining XP users free they can't make up a significant amount of projected income for them.

HOWEVER, as the OP is currently LEARNING an API there is no good reason for his to learn DX9; anything he produces in the next 18 months isn't going to be commerically releasable anyway and learning a dead/dying API is a waste of time when the newer one is better and, I would argue, easier to learn as well.

In short;
- pick your market
- watch the trends

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[quote name='MartinsM' timestamp='1311660385' post='4840389']
Another statistics form those who has installed Unity Web Player: [url="http://unity3d.com/webplayer/hardware-stats.html"]http://unity3d.com/w...ware-stats.html[/url]
There XP is 51.7% from all Windows'es.
[/quote]

But please take a look at what graphic-cards are listened: [url="http://unity3d.com/webplayer/hwstats/pages/web-2011Q1-gfxcard.html"]http://unity3d.com/w...Q1-gfxcard.html[/url]
I wouldn't take that survey too serious when it comes to high-end graphics. I think more than 0.3 people of the world got a GTX460.
My GTX750 isn't even listened at all :P

Edit: Wait. A GTX750 would be nice, but no. I only got a GTX570 :(

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3 trolls think that DX10 is the way of the future.. [img]http://public.gamedev.net/public/style_emoticons/default/rolleyes.gif[/img]

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Direct3D11 is better in my opinion, the only "problem" is that it won't run on windows XP (if you find that a problem..), people will eventually upgrade for hardware that supports Direct3D11 sooner or later, so better start from the newest release of DX, however, it's up to you, though if you wanna go for Direct3D11, [url="http://rastertek.com/tutindex.html"]this[/url] is a really great place to start from, and you can see the SDK for more sample, and as the others have mentioned, Direct3D10 is garbage, well it can't do anything better than 11

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Learn OpenGL instead. It will work on any platform including Mac and Linux. Write your code in D3D 9/10/11, your application will only run on Windows

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[quote name='Asesh' timestamp='1311721758' post='4840872']
Learn OpenGL instead. It will work on any platform including Mac and Linux. Write your code in D3D 9/10/11, your application will only run on Windows
[/quote]

Read the first post again. The OP has already evaluated both options and chosen D3D. There are reasons other than portability for selecting an API.

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[quote name='Asesh' timestamp='1311721758' post='4840872']
Learn OpenGL instead. It will work on any platform including Mac and Linux. Write your code in D3D 9/10/11, your application will only run on Windows
[/quote]

I've tried it, I don't like it, and simply less-capebale of things that DirectX is. And so far my platform is not Linux. I really love Linux, but it is not the reason for me to break myself up and use OGL.

So, DirectX11 wins. I must say, you have convinced me. I will work with feature level 10 untill I will get my new graphics card, hope I won't use too much of DX11. I don't want to run things in 0.5fps.

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[quote]I will work with feature level 10 untill I will get my new graphics card, hope I won't use too much of DX11. I don't want to run things in 0.5fps. [/quote]

If you're running in feature level 10 the device won't even give you access to the features of the DX11-Hardware. You won't get into trouble there.

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