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Using Direct X 11 from the old DX-SDK under Windows 8

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I'm using SlimDX for Direct X 11 (DX-SDK) development currently under Windows 7 with VS2012. I want to install Windows 8 but my concern is that as SlimDX does not support Direct X 11.1 (Windows SDK) that if I move to Windows 8 I won't be able to work. So I'd like to know if I can have Direct X 11 (DX-SDK) installed on Windows 8 side by side with Windows SDK so that I can keep working normally.


Thanks for any information. Edited by Gavin Williams

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To create DirectX 11.1 device you need to use different functions. DirectX 11 functions haven't changed so SlimDX should continue working on Windows 8.

DirectX SDK has been deprecated in general, now it's part of Windows SDK.

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Not exactly sure how SlimDX works because I work in C++ but don't mix the old directX sdk with the new one, I mixed the old headers with the new libs (or vice versa) and I got some nasty bugs because of it.

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[quote name='Zaoshi Kaba' timestamp='1352370953' post='4998821']
To create DirectX 11.1 device you need to use different functions. DirectX 11 functions haven't changed so SlimDX should continue working on Windows 8.
[/quote]
Not exactly, with D3D11.1, you create a normal D3D11 device and you query a D3D11.1 interface on it if you want to access the new features.

[quote name='Gavin Williams' timestamp='1352327062' post='4998621']
I'm using SlimDX for Direct X 11 (DX-SDK) development currently under Windows 7 with VS2012. I want to install Windows 8 but my concern is that as SlimDX does not support Direct X 11.1 (Windows SDK) that if I move to Windows 8 I won't be able to work. So I'd like to know if I can have Direct X 11 (DX-SDK) installed on Windows 8 side by side with Windows SDK so that I can keep working normally.
[/quote]
There is no problem installing DirectX June 2010 End-User runtime or SDK on Windows 8, I doesn't interfere with the Windows SDK. From a runtime point of view, your D3D11 application will work without any issues.

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