![]() ![]() ![]() We have received reports of performance issues from players of Batman: Arkham City on PC. DX10/11 support will continue to rise as DX10/11 graphics card market penetration continues to grow (and with DX11 cards two years old now, we're seeing games like Deus Ex: HR and Arkham City put more emphasis on at least DX11 for the high-end). TLDR: DX10/11 take a fair bit of extra effort to implement on top of DX9 and as long as DX9 graphics cards remain a significant percentage of the market, DX10/11 are somewhat laborious to support on top of it *or* the developer needs to consider dropping DX9 support and a significant segment of the market. What we're seeing more of recently, from Deus Ex: HR and Arkham City notably, are developers taking extra time with their PC ports to add the extra DX11 functionality. That said, the techniques leveraged on both more closely mimic PC DX9 than DX10/11 (although it's not unusual to see the X360 flex its weak tessellation muscle from time to time because while many PC graphics cards had the capability for awhile it wasn't standardized while it is standard in an X360), and if you're just trying to straight-port then DX9 is going to be optimal. That said, there is a bit of a learning curve involved for your programmers to develop in DX10/11 and it changes your pipeline a bit as well (also, DX10/11 don't include some things- mostly loaders- that have to instead be developed in-house).įor the console bit, the X360 runs on a modified version of DX9 and the PS3 uses its own version of OGL. DX9 is actually very limited, inherently, but it has been hacked to hell and back to do what people have needed to make it do. ![]() This contrasts to DX9 where it really is more of a proper API. They do less work for you but give you more control over how that work is done. DX10/11 focus much more on shaders and are much more inherently adaptable. The other thing is that DX10/11 are fundamentally different from DX9 in many respects. Of course, Battlefield 3 side-stepped this by not supporting DX9, and that's the easiest way to go full-out with DX10/11 and get good results. But then also supporting DX10/11 requires a significant amount more work on top of the DX9 base. So, since not all cards inherently support DX10/11, if you want to target the broadest possible audience then you'll typically want to support DX9 for those players. DX10/11 have a different library of functions from DX9, and are at least as different as Windows XP is to Windows Vista and 7 (recall how Vista/7/8 drivers are pretty interchangeable even if there are kinks here are there, but XP drivers.). Having "DX10/DX11 mode" is almost a matter of having a second version of the game's graphical core. DX9 and DX10+ have core differences in their set-ups. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |