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lonewolff

What DirectX version?

14 posts in this topic

Hi Guys,

 

In your opinion, I am just wondering if it is still worth (continuing) learning DirectX 9. Or is it time to stop beating a dead horse and move on to DirectX 11.

 

I know that if I go to DX11, I then lose XP as a target audience (which still has a reasonable market share). But, on the otherhand by the time I get proficient enough in DX11 XP will be even older.

 

So, what would your advice be? Move on and work with newer tech or keep learning old tech and keep the possibility of a wider audience?

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lose XP as a target audience (which still has a reasonable market share)


~5% according to Steam. More if you count some developing markets. If the broadest base of users is your goal, you'll be writing OpenGL code anyway. Though I deeply recommend learning D3D11 first and OpenGL second.
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For what it's worth, the latest Steam hardware survey shows that 94% of their Windows-using userbase is using Windows 7 or 8, so lacking XP support may not be a very big deal.
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Yeah it's mostly only a big deal for China, where they have modern hardware but pirated XP is very popular -- in which case D3D9 is ok, but GL4 is also a possibility if you want modern features!

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I tried looking into OpenGL about a month ago.

 

It was so confusing as there is no SDK as such available.

 

So, it makes it extremely difficult sifting around the net trying to figure out what is going on and what is the propper way to use OpenGL.

 

Like is it meant to be SDL, GLUT, [insert lib here]...?

 

Very very hard for anyone starting out with OpenGL. I tried for about a day and gave up hugely confused as to how to even start with it. All of the Google searches seem to point you in entirely different directions.

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GL4 is also a possibility if you want modern features!


Except then you'll lose all the Intel hardware as they don't ship beyond 3.2 (I think it was two) and even that is patchy.
And when you get to 4.x you end up in the world of 'NV works but doesn't follow spec' and 'AMD claims but has bugs'.

Basically all gfx APIs suck.

(And don't even get me started on the clusterfuck which is Android and OpenGL|ES...)
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Except then you'll lose all the Intel hardware as they don't ship beyond 3.2 (I think it was two) and even that is patchy.

And when you get to 4.x you end up in the world of 'NV works but doesn't follow spec' and 'AMD claims but has bugs'.

 

Intel are up to 4.2 with some 4.3 and 4.4 extensions available: http://www.g-truc.net/post-0655.html#menu

 

For 4.2 or lower their coverage at some GL_VERSIONs is actually better than AMD's, which should give you a good idea of how seriously AMD really are taking OpenGL (i.e "not very").

 

I'd also position the "NV supports things it shouldn't/AMD doesn't support things it should" crossover point at significantly lower than 4.x...

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Go with DirectX 11 and beyond: when you will achieve a decent skill to product something, even in China targeting XP will be probably a wast of time. There are a lot of DX11 tutorials ("legacy" directx sdk, microsoft "modern" directx samples on msdn gallery, amd radeon sdk, nvidia "legacy" dx11 sdk, new nvidia dx11 sdk, intel samples, and many online basic tutorials and a decent number of books).

OpenGL 4x/ES? Yes, that's an alternative, multi-os, open&cool, you will be a Penguins' saviour and Stallman&co will be happy... But first you have to consider some issue that happen/apply on/to OpenGL development (and not to DirectX development):

- Driver status: http://richg42.blogspot.it/2014/05/the-truth-on-opengl-driver-quality.html
- Differences between theory and practice: http://richg42.blogspot.it/2014/05/things-that-drive-me-nuts-about-opengl.html

You should also consider to use some high-level wrapper API like SDL: it will contains some of the OpenGL development headaches. Edited by Alessio1989
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