Wednesday, June 3rd 2009
AMD Demonstrates World’s First Microsoft DirectX 11 Graphics Processor
At a press conference in Taipei, Taiwan today, AMD publicly demonstrated the world's first Microsoft DirectX 11 graphics processor. The series of demonstrations shed new light on the significantly improved computing experience set to debut at the end of 2009. The fusion of AMD's new ground-breaking graphics processors with the forthcoming DirectX 11 programming interface is set to forever change both applications and PC gaming for the better. To illustrate, AMD showed numerous examples of faster application performance and new game features using the world's first true DirectX 11 graphics processor.
Source:
AMD
- Get ready for a revolution: Games and other applications are about to get a lot better as a result of AMD's new graphics hardware and DirectX 11. DirectX 11 features such as tessellation will bring consumers higher quality, superior performing games making use of 6th generation AMD technology. Another DirectX 11 feature, the compute shader, will enable AMD's DirectX 11 graphics cards to help make Windows 7 run faster in a wide number of applications and in a manner that's completely transparent to users, for example, in seamlessly accelerating the conversion of video for playback on portable media players through a drag-and-drop interface.
- DirectX 11 done right on AMD: The development of DirectX 11 has been broadly influenced by AMD graphics technology. Each new version of DirectX builds on the versions that came before it, and many of the capabilities of DirectX 11 were pioneered on AMD GPUs, including DirectX 10.1, tessellation, compute shaders, Fetch4, custom filter anti-aliasing and high-definition ambient occlusion shading.
- Bringing consumers DirectX 11 sooner: The preview of the world's first DirectX 11 graphics processor at Computex 2009 validates AMD's commitment to delivering leading technologies to market before anyone else, and to continuing to foster innovation in computing.
- Fueling developer demand: It's not just consumers who are excited about the prospects of DirectX 11, game developers are also incredibly enthusiastic about taking advantage of new DirectX 11 hardware to bring even better games to market, in large part due to AMD's readiness to meet their DirectX 11 needs. Many developers have indicated their commitment to building DirectX 11 games initially on AMD's DirectX 11 hardware, delivering superior performance and compatibility.
61 Comments on AMD Demonstrates World’s First Microsoft DirectX 11 Graphics Processor
Apparently, the only DX11 game that we know of at the moment is Battlefield: Bad Company 2. I just saw somebody post that though, so there may be many more.
So if you use a DX10 video card, you get DX10 level graphics and performance. If you're an ATI user, you get DX10.1 and get the far better antialiasing. If you're a DX11 user... well, you get the whole thing.
But ye you can still play DX 11 games on DX 10 hardware but most of us will upgrade...again. Cant wait for some comparison shots and benchmarks to see how good it really is.
We need a DX11 game list so I know what to preorder with my HD 5800 card!
I know from reading previews that DX11 is supposed to be everything DX10 never was, but after the massive dissapointment DX10 turned out to be, I just hope actual DX11 games live up to the hype; heck I know for sure PC gaming is ripe for a revolution that will finally help it show its supreme power over its console cousins (and to console gamers, it's not that I have anything against consoles, I own a PS3 and Xbox 360 too and enjoy playing games on both :p)
DX11 solves this* by allowing one exe to run all the codepaths. they code once, for DX11 and DX11 itself does the compatibility stuff, not the game itself.
*again this is what i've read/learned. with prerelease stuff, its always possible i'm wrong.
Just don't get what's so great about tessellation, would it be used like this: en.wikipedia.org/wiki/Tessellation#Tessellations_and_computer_graphics
or just to make stoneroads & stuff?
In an RTS game, there are always identical looking units. You could have 500 identical looking onse, rendered just once with tesselation.
In an FPS game... think trees. lots and lots of trees, that dont hurt performance.
ATI cards have supported it for a long time - there was a beta version of it that worked on ATI hardware in the original far cry. THAT long ago.
The reason it never took off (like DX10.1) is because Nvidia never adopted it.
Whether or not ATI's existing tesselation is compatible with what they used in DX11 is up for debate, no one really knows yet.