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#Include Graphics

DirectX evolution

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Hello everyone,

 

I have spent some time looking for a complete technical evolution for DirectX, from 9 to 12 with the special features added each version, I am also interested on looking any technical comparison, but I were unable to find anything really technical like based on the framework API, everything is just statiscal graphs and beautiful screenshots of games :D

 

If someone knows about some technical links or pages about it will be so great.

 

Thanks for the attention and Happy New Year to the community!

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The only thing I can think of is Introduction-To-DX12-Ivan-Nevraev.ppsx it mentions some changes with 10 and dx12 (which are the major changes).  I don't really think I've seen an explicit comparison of 9,10.11.12... the only things I can think of is similar to what I linked above, introductions to 12 that compare it to previous API's.

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The Wikipedia article seems a comprehensive enough overview: https://en.wikipedia.org/wiki/DirectX#Versions

 

Thx to both for trying to help, yes i watched the wikipedia firstly of all and some other links but I refer most to the framework API, something like different calls via the new way of program it and so, and the new methods for the features introduced, something more like this...if it exists.

 

I am trying to support on my framework DX9, DX11 and DX12 for that I really need to know many things of the way things are done for each API

Edited by #Include Graphics

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But if for some odd reason you're batch limited even in D3D11/12, the general thinking from the batch, batch, batch presentation still holds (i.e. batch limited = increasing vertex count becomes free). For example to combat batching issues, Just Cause 2 introduced the term merge-instancing.

 

Also, not to forget in this regard, the technique(s) used in AC and Trials as presented last Siggraph (GPU-driven Rendering Pipelines)

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