So... First detail on Direct3D 11.1 Features

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7 comments, last by Hodgman 12 years, 7 months ago
Here we go: http://msdn.microsof...2(v=VS.85).aspx

Apparently, there is no need for a new shader model or hw features..

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So what all is new? It doesn't strike me as being a huge change (device capability flags, shader tracing)... what else am I missing?
There's some stuff in there that may or may not be an attempt to allow Direct2D to work with D3D11 (instead of just 10). I haven't seen anything specifically mentioning that yet though.
Mike Popoloski | Journal | SlimDX

There's some stuff in there that may or may not be an attempt to allow Direct2D to work with D3D11 (instead of just 10). I haven't seen anything specifically mentioning that yet though.
that would be very nice... And I hope one day I will see no more flash-based UI into games .-. for now there's one solution http://code4k.blogspot.com/2010/11/hacking-direct2d-to-use-directly.html



So what all is new? It doesn't strike me as being a huge change (device capability flags, shader tracing)... what else am I missing?


there are new DXGI formats..That could be a pretty "excuse" http://msdn.microsoft.com/en-us/library/hh404483(v=VS.85).aspx
Very meh update. I doubt Nvidia/AMD will jump at making drivers for something like this, at least for the first few weeks. But hey, I'd love to be proven wrong :)
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There are some nice enough things in there. CheckFeatureSupport looks like it will be handy during startup. Larger sized constant buffers looks quite awesome. D3D finally gets logic ops on the framebuffer.

Much of that feature list looks like it could be implemented in the runtime rather than in a driver, and I think that CheckFeatureSupport with the D3D9 options is something of a giveaway that this will be primarily a runtime update.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

"Direct3D 11.1 enables Direct3D 10 APIs and Direct3D 11 APIs to use one underlying rendering device."
Now that should make it much easier to use D2D in our apps and since it will work on our existing D3D 11 graphics card, it's a really good news. Can't wait...
Your poll is silly -- all voting options are prefixed with the assumption of "I don't see any any hard-changes since D3D11, so"...

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