• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
ArcticHammer

Windows RT with DirectX 9?

8 posts in this topic

Does Windows RT support DirectX 9.0 c (SM3) applications? We are programming scientific graphics with SharpDX and converting our existing mammoth engine for DX10 or 11 is not an option. huh.png

 

 

0

Share this post


Link to post
Share on other sites

It doesn't support the DX 9 API -- you must use the DX11 API, and can target a DX9 feature set -- in fact, all the RT hardware out currently only support "DX 9.3" feature (the new nokia tablet might support higher), but as Alessio1989 points out below, DX 9.1 is really the practical target because of some history relating to how the hardware vendors intersect with the DX spec.

 

SharpDX supports DX11. Is porting to DX11 API targetting DX 9.3 feature set really not an option? It's the only one you've got, actually.

 

 

[Edit] Adding bit to clarify DX targetting info based on the info Alessio1989 shared.

Edited by Ravyne
1

Share this post


Link to post
Share on other sites


SharpDX supports DX11. Is porting to DX11 API targetting DX 9.3 feature set really not an option? It's the only one you've got, actually.

I would agree with this question - is it really not an option?  The APIs are quite different, but the concepts that they support aren't that different, and should be able to be converted in a reasonable amount of time...

0

Share this post


Link to post
Share on other sites
Another issue is that D3D11 flat out doesn't support 9.0c/SM3 class hardware.

D3D11's feature level 9_3 only supports 9.0b/SM2, and then feature level 10 supports SM4... For some reason, SM3 is skipped.
So, you'll have to update your shader code too.
1

Share this post


Link to post
Share on other sites

Thanks for all your help. We've have buried the idea of WinRT version. Probably farming carrots would be a simpler way to make a living than DirectX programming. blink.png

0

Share this post


Link to post
Share on other sites

Another issue is that D3D11 flat out doesn't support 9.0c/SM3 class hardware.

D3D11's feature level 9_3 only supports 9.0b/SM2, and then feature level 10 supports SM4... For some reason, SM3 is skipped.
So, you'll have to update your shader code too.

 

According to Chuck Walbourn, we (mostly) must blame ATI (AMD) for that:

 

 

You will note there is no feature level which exposes Shader Model 3.0 profiles. Feature Level 9.3 does imply the hardware is actually a Shader Model 3.0 compliant device since it requires instancing. The ps_2_x profile with additional shader capabilties is supported but not the full Shader Model 3.0 profiles. This design was driven by the fact that not all Shader Model 3.0 cards really had the same feature set (notably ATI cards were "Shader Model 3.0" but didn't support vertex shader texture fetch, while other vendors did), and the rule that Shader Model 3.0 vertex and pixel shaders can't be mixed with 2.0 shaders which would have broken the general model for always being able to use a 'lower' profile shader on a 'higher' feature level. You have to use Feature Level 10.0 or later to get vertex shader texture fetch support.

 

A lot of dx1x GPUs also do not support feature level 9.2 (must thanks Intel this time). So for publish for Windows RT on Windows Store must target at least feature level 9.1...

 

more infos here: http://blogs.msdn.com/b/chuckw/archive/2012/06/20/direct3d-feature-levels.aspx

Edited by Alessio1989
2

Share this post


Link to post
Share on other sites

 


SharpDX supports DX11. Is porting to DX11 API targetting DX 9.3 feature set really not an option? It's the only one you've got, actually.

I would agree with this question - is it really not an option?  The APIs are quite different, but the concepts that they support aren't that different, and should be able to be converted in a reasonable amount of time...

 

 

Jason Z,  Just ordered your DX11 book. Let's see if helps us making a parallel DX11 rendering engine. It's going to be painful road though. 

0

Share this post


Link to post
Share on other sites

Thanks for all your help. We've have buried the idea of WinRT version. Probably farming carrots would be a simpler way to make a living than DirectX programming. blink.png

 

You don't have to tell me about it! And I'm not even trying to make a living out of it!

 

I spent yesterday dealing with the dreaded DirectX 9 half-texel offset issue. The funny thing is that theoretically it has a very simple solution, but every snippet of code out there uses a different approach, and half of them make absolutely no sense!

 

And I spent today entirely trying and failing to make SMAA work.

0

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  
Followers 0