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Saturday, January 8, 2011

directx 11


 
 


DirectX 11: More Notable Than DirectX 10?
I still remember when ATI launched the original Radeon in 2000. Brian Hentschel called me up to ask for my opinion on the chip’s name, and I remember thinking Radeon was horrible. Shows you how well I’d do in PR. That architecture emphasized the gaming experience, with two pixel pipelines and three texture units per pipeline. Though the Radeon had a fairly high texel rate, pixel fill rate was what won the day back then, and the decision to “go pretty” ceded the performance battle to Nvidia.



With R300 in 2002, ATI went the other way, putting its money behind eight pixel pipelines, each with a single texture unit—the focus was on performance—and the bet paid off. ATI smoked the GeForce4 Ti 4600 and fared well enough against an embarrassingly-loud GeForce FX 5800 Ultra.

Performance or experience—which is better? With the Radeon HD 5870, ATI says it’s gunning for both. We’ve already covered the architecture, ATI’s key to delivering performance with Cypress. Now let’s take a closer look at the experience. ATI is relying on three components enabled through hardware here: its Eyefinity technology, Stream, and DirectX 11.

Right off the bat, I think it’s fairly safe to say that for all of the hoopla ATI made about its DirectX 10.1 support, real gamers in the real world never saw a tangible benefit. I’ve played S.T.A.L.K.E.R.; I’ve played H.A.W.X. The experience on a DirectX 10 card versus DirectX 10.1 is not worth mention. And for that matter, I’d also argue that DirectX 10 hasn’t had as profound on impact on gaming experience as prior versions of the API. Why should we believe DirectX 11 is going to be any more prolific than its predecessor?

The reality of the situation is that DirectX 11 probably won’t be as impactful as DirectX 8 or 9, both of which introduced key shading capabilities. But it is seen as the next logical step for ISVs still working with DirectX 9, since it’s a super-set of DirectX 10/10.1 supporting existing hardware, plus DX11 cards. Microsoft has made sure it's easier to code with DX11, so we really are expecting to see a faster up-take of the API than DirectX 10.

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