Microsoft Confirms DirectX 12 Is Alive and Well, Demo Coming At GDC 127
MojoKid writes "Buzz has been building for the last week that Microsoft would soon unveil the next version of DirectX at the upcoming Games Developer Conference (GDC). Microsoft has now confirmed that its discussion forums at the show won't just be to discuss updates to DX11, but that the company is putting a full court press behind DirectX 12. The company responded sharply over a year ago, when an AMD executive claimed that future versions of the API were essentially dead, but it has been over four years since DX11 debuted. To date, Microsoft has only revealed a few details of the next-generation API. Like AMD's Mantle, it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead. Like Mantle, the goal of DirectX 12 is to give programmers more control over performance tuning, with an eye towards better multi-threading and multi-GPU scaling. Unlike Mantle, DirectX 12 will undoubtedly support a full range of GPUs from AMD, Intel, Nvidia and Qualcomm. Qualcomm's presence is interesting. With Windows RT all but moribund, Qualcomm's interest in that market may have seemed incidental. However, the fact that the company is involved with the DX12 standard could mean that the handset and tablet developer is serious about the Windows market in the long term."
Re:Why not open source it? (Score:4, Insightful)
Open development, more involvement from the community, more trust. Would be good for both Microsoft and its users.
Does it really need to be? Despite the name you will find that most OpenGL implementations aren't open source.
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Re:Why not open source it? (Score:5, Insightful)
But the OpenGL standard is very much open. Unlike DirectX.
Which goes a big way to explain why it is king everywhere except Windows PCs.
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But the OpenGL standard is very much open. Unlike DirectX.
Which goes a big way to explain why it is king everywhere except Windows PCs.
How so?
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all but xbox consoles, mobile, Max and Linux. Mobile itself it a huge reason to use OpenGL - only one that supports Dx is Windows.
So you choose: DX and support Windows, or OGL and support everything. I know a lot of game companies are choosing the latter, mainly because they have to to support iOS and Android, they don't have the option to back-port to DX, especially when they can trivially port their OGL code to Windows anyway.
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Re:Why not open source it? (Score:5, Insightful)
So your saying that if Microsoft opened up DirectX it would be possible to use on the same devices where OpenGL is used now?
No shit sherlock. Then DirectX would be as *open* as OpenGL.
Being a open standard has everything to do with OpenGL's adoption.
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So your saying that if Microsoft opened up DirectX it would be possible to use on the same devices where OpenGL is used now?
No, that isn't what I'm saying at all, the spec is Windows-specific and even if it wasn't it would require the hardware manufacturers - that already have the spec anyway - to write platform-specific implementations of DirectX for their hardware. Opening up the spec would do nothing because what influential company would get it that doesn't already have it? And what good would an open spec do for platform portability when the spec is platform-specific?
The way they could support more platforms is by changing
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I think probably Microsoft has some deal with graphics manufacturers that they won't expose the DirectX interfaces on any platform but Windows. It's not a case of they have the spec, they can do what they like.
They do have the spec, that's how they implement it on Windows, if they didn't have the spec they wouldn't be able to implement it. It's the agreement that they don't do cross-platform implementations that stops them.
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No, because if they opened it, it wouldn't matter. Linux still would need a wrapper to support direct X or a rewrite. It's software written for windows in mind, it's not some mysterious clouded secret. Microsoft makes it easier for Developers to work with hardware on their platform, it was written from the ground up to run on windows, opening it wouldn't help Linux because well... Linux doesn't handle things in the same way, it's really just that simple.
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Developers use DirectX because its superior and more advanced, and does more things right.
OpenGL takes longer to be updated and they took paths that led the format to be cumbersum and less optimized.
DirectX became king after version 9 was released because they essentially scrapped the old API, made many renovations that were necessary, whereas OpenGL has been identical from the beginning. Apparently very antiquated and doesn't do modern things as well.
its true that OpenGL is used on other platforms, but onl
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While this was sorta-kinda true five years ago, a *lot* has changed since then.
The OpenGL specification has one big fundamental advantage over Direct X, namely, extensions. While extensions certainly aren't perfect, they do allow you to include new functionality in OpenGL - in DirectX, if you got a new technology, you have to wait for Microsoft to implement this.
Furthermore, OpenGL 4.4 has all features of DirectX 11 has and then some. It is about as easy if not easier to develop for, and is even faster[1] t
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Oh, yes, one more point to note;
OpenGL is now the dominant API on around 80% of all computing devices (Smartphone+Tablet+PC).
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The OpenGL specification has one big fundamental advantage over Direct X, namely, extensions.
What's the point of a standard API if it's riddled with tons of custom extensions?
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No, the extensions aren't standard, that's true. It's not a perfect solution. But if you want to use a new nifty feature not yet standardised by OpenGL, you do not have to wait for the ARB to get their shit together. You as a developer can use it and then with minimal fuss port your non-standard extension to the standard when it becomes available. DirectX does not have that advantage.
This is a major advantage if some new technology shows up, like say geometry shaders. OpenGL supported geometry shaders from
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It would be nice to to see an ActiveX API be made cross-platform (Linux, OS X, iOS, Android, Windows, QNX, maybe even embedded platforms.) It definitely would beat PHIGS for an OpenGL alternative, although OpenGL is a pretty mature, stable API these days. I don't read about many horror stories by people using it for game writing.
If it could be used on an embedded platform, this gives some interesting possibilities for new and improved UIs (although my cynical side things it would be used for meaningless
Re:Why not open source it? (Score:5, Insightful)
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No. The purpose of the existence of DirectX is to prevent cross-platform solutions.
Better be for Windows 7 (Score:2, Insightful)
or devs Will not use it
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Re:Better be for Windows 7 (Score:5, Informative)
LOL! You must be new here....
Every release of DirectX has been used as a tool to try to get people to upgrade their version of Windows. This will be no different.
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both times: from XP to Vista, and then with Vista to Win7 sp1 - DX10 and then DX11.1
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Don't forget that DX11.1 mysteriously started working on Windows XP when Microsoft decided it could:
http://www.microsoft.com/en-us... [microsoft.com]
( System requirements: Windows XP Service Pack 2 )
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That links to the DX9 redist. Look at details, it says version 9.29.1974.
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It changed between Windows 7 and 8.1, actually. The features in DirectX 11.2 depend on it (not that consumers need to care about 11.2 features in the immediate term).
This makes it likely that D3D 12 will only run on Windows 8.1 and/or later.
The update from Vista to 7 doesn't count since it was backported to Vista and drivers provided by the hardware vendors were updated. But going from 7 to 8.1 some video cards are unsupported, notably Radeon 2000/3000/4000. If you have such a card you have to stay on Windo
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Windows 8.1 has WDDM 1.3 you smart ass.
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I wouldn't even say it's evil, just necessary.
Re:Better be for Windows 7 (Score:4, Informative)
Later on...guess what? Microsoft decided to allow DX11 to run as well: http://www.microsoft.com/en-us... [microsoft.com]
Wrong... the update you linked only installs the latest updates to DX9.0c when installed on XP. It does not add DX10 or DX11 to XP. When installed on Vista or 7 it includes DX10 and DX11.
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Re:Better be for Windows 7 (Score:5, Informative)
DirectX11 was back ported to Vista.
The reason DirectX 10/11 was not backported to XP was not because of mean old bad microsoft but rather WinXP is such an obsolete archaic OS that is fundamentally different.
The driver model of NT (pre Vista) does not include WDDM (Windows Device Display Manager) which includes composition and GPU based threading and schedule control etc. One of the strongest reasons to ditch Xorg in the Unix world is because of features like this that Wayland promises to integrate because it is fundamentally different.
Also explains why XP is stuck at IE 8 due to no hardware acceleration ... in addition to no kernel level sandboxing either for security.
Microsoft can't play the old 1990's game where we buy which ever version and hang out at CompUSA at 12am to get it anymore. MS found out the shocking way developers resistant to technology in IE 6 last decade. MBA's look at marketshare now so if I were a betting man my guess would be DirectX 12 will be ported. If not then it will be suicide as XBoxONE won't use it and developers want to target both for maximum profit generation which is why DirectX 9 stayed for so long too.
Windows 9 will be very similar to Windows 7 as there is no reason for radical changes other than perhaps power management. It wont be that much of hassle as MS easily backported many IE 10/11 features to Windows 7 in just a month or two after the Windows 8 releases. Windows 7 at least has a WDDM unlike XP.
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DirectX11 was back ported to Vista.
Even that was done in a completely different way from the old DX redists, the last of which was released in 2004.
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XBOne can't use DX12. Reason being, the hardware in XBOne is not DX12 compatible. I can't see how a GPU manufactured atleast 9 months earlier than DX12 release will ever be compatible with DX12.
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XBOne can't use DX12. Reason being, the hardware in XBOne is not DX12 compatible. I can't see how a GPU manufactured atleast 9 months earlier than DX12 release will ever be compatible with DX12.
Firstly, it's not necessarily the case that DX12 will require brand new hardware features. It will probably, in fact, simply require some minimal baseline set of hardware in order to be "compliant", and it's highly likely that relatively recent mid-to-high-end cards will support that minimal set. Don't forget that MS doesn't create these DirectX standards in isolation. They're naturally working very closely with the three major videocard manufacturers to ensure proper hardware and driver support, or the
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Read the comments in the link you posted, that update does not add DX10 or DX11 to XP, it only updates DX9 when installed on XP.
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MS abandoned the old DX redists after 9.0c released in Aug 2004.
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Re:Better be for Windows 7 (Score:5, Informative)
Better be for Windows 7 or devs will not use it
Perhaps you missed the announcements that have been coming from Redmond for nearly a decade. The core components, such as Direct3D and DirectInput, are considered part of the operating system [microsoft.com] .
Starting with Vista the version of DirectX is incremented with the version of the Windows SDK, and no back porting will take place. [microsoft.com] (powerpoint)
Since many people didn't catch it, they re-announced it with the platform update for WIndows 7: If you want DX11.1, you must get the service pack update [microsoft.com] .
The have already said announcement at GDC will not deviate their course; DirectX 12 is being announced late March as part of a series of press releases right before the new Windows SDK for the 8.1 Update is released in April. All of the updates are part of the Windows SDK for 8.1 Update. [microsoft.com] , much like the Windows 7 Update where they released a new Windows SDK to accompany it..
And a fifth time, just in case you missed it: Effective 2006, Microsoft has stopped distributing individual DirectX packages. It is now a core operating system component. They have not backported the drivers for nearly a decade, and they have repeatedly told people that the backports are gone. It will not be on Windows 7. [microsoft.com]
Got it? Can it be made more clear?
XP = DX9c. Vista = DX10. Vista SP1 = DX10.1. Vista SP2 = DX10.2. Win7 = DX11. WIn 7 SP1 = DX11.1. Win 8 = DX11.1. Win 8.1 = DX11.2. And now it looks like Win 8.1 SP1 = DX12. It really shouldn't be that difficult to grasp.
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The core components, such as Direct3D and DirectInput, are considered part of the operating system [microsoft.com]
Considering how they are tied to windows core components, I suppose there is a slim chance that Windows 7 SP2 could potentially include DX12 in it.
Of course, there is also a slim chance the Easter Bunny will bring me solid gold eggs and Santa will fill my stocking with hundred dollar bills. I'd much prefer either of those.
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The core components, such as Direct3D and DirectInput, are considered part of the operating system [microsoft.com]
Considering how they are tied to windows core components, I suppose there is a slim chance that Windows 7 SP2 could potentially include DX12 in it.
Of course, there is also a slim chance the Easter Bunny will bring me solid gold eggs and Santa will fill my stocking with hundred dollar bills. I'd much prefer either of those.
There is no plan for Windows 7 SP2.
Windows 9 would have to be delayed by over a year, with sales of 8.1 remaining flat before they even consider it.
Re:Better be for Windows 7 (Score:5, Informative)
XP = DX9c. Vista = DX10. Vista SP1 = DX10.1. Vista SP2 = DX10.2. Win7 = DX11. WIn 7 SP1 = DX11.1. Win 8 = DX11.1. Win 8.1 = DX11.2. And now it looks like Win 8.1 SP1 = DX12. It really shouldn't be that difficult to grasp.
Perhaps it shouldn't, but considering that you got it wrong, as Microsoft added DX11 support to Vista [wikipedia.org], obviously it's slightly more difficult to grasp than you seem to think it is.
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In theory Microsoft could release DirectX 12 as Windows 7 SP2, just the same way they did for DirectX 11.1.
That might seem unlikely, but Mantle supports Windows 7, so if they want to prevent Mantle from getting popular they might have to consider it.
Great News! (Score:3)
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Since AMD was very clear that Mantle only works with their GPUs based on GCN architecture, it seems to imply that although the API might be portable to other GPUs, the amount of middleware necessary to bridge the gap between the API and other architectures may not be worth the trouble - at least too much trouble to bother porting it to their own older GPUs. It certainly won't be if DX12 delivers on most of those closer-to-the-metal promises.
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Since AMD was very clear that Mantle only works with their GPUs based on GCN architecture
No actually they were very clear it does not require GCN architecture, it works with GCN cards but does not require it. See the "Multi-Vendor" slide here [wccftech.com].
Mantle is designed to be a thin hardware abstraction:
-Not tied to AMD's GCN architecture
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That article merely says that GCN is not mandatory.
Just because you can beat the API into "working" on something else does not mean it will be as efficient. Mantle was designed around GCN so the API likely has tons of things that map almost exactly 1:1 with GCN hardware but not necessarily quite that neatly on anything else. That's where the extra middleware comes in.
If you read the conclusion of your cited article, they say exactly what I said, albeit in different words: Mantle's roots are likely too close
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Which is more efficient?
1- a GPU architecture that can accept API calls almost straight-through
2- a GPU that requires middleware to re-arrange code and data going through the API
Can you honestly tell me AMD did not coordinate Mantle and GCN design efforts to provide close to the thinnest middleware layer possible between the API and GCN? Can you honestly tell me the middleware for other architectures won't be thicker to match API features GCN handles natively but other GPUs have no native direct equivalent
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Which is more efficient?
1- a GPU architecture that can accept API calls almost straight-through
2- a GPU that requires middleware to re-arrange code and data going through the API
Obviously the former, but Mantle, OpenGL, Direct3D, Glide, RRedline, Heidi are all the latter so what is your point? Even if Mantle is slightly more 1 than 2 on some hardware that doesn't mean that it's not going to be better than the incumbents.
Can you honestly tell me AMD did not coordinate Mantle and GCN design efforts to provide close to the thinnest middleware layer possible between the API and GCN?
Why would I? I'm sure they probably did, that still means nothing in comparison to other vendors and APIs.
Can you honestly tell me the middleware for other architectures won't be thicker to match API features GCN handles natively but other GPUs have no native direct equivalent for?
Why would I? It probably will, but that doesn't mean it's worse than OpenGL or Direct3D.
Can you honestly tell me a thicker middleware is going to perform equally well?
Again, why would I? I think it's obvious that the more functionality tha
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Who do you think you are? Nvidia, where they went out of their way to break physx if you have a AMD card installed in your system.
Ummm, let me guess... (Score:2)
...requires Windows 8.1 or better and Bing on the desktop.
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As long as I can use it from VB6 I'm happy.
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Hopefully not.
But seriously, when Microsoft started paying people to use Bing [bing.com], I switched and haven't looked back. The search results are pretty good and I've already made $6.53 in the past month. :)
or... (Score:2, Insightful)
>>> However, the fact that the company is involved with the DX12 standard could mean that the handset and tablet developer is serious about the Windows market in the long term." ...Or it could mean that even though they already know Windows phone is almost certainly dead, being seen to be playing nice with Microsoft is worth the relatively small cost of 1 developer who is only actually working on this in any otherwise slack time.
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I wouldn't describe the Windows Phone market as "dead". It's doubled in the last 12 months and it looks like Microsoft has given up on it being a premium iPhone competitor which opens it up to competing with the crappy android hardware that's flooded the market.
With 1B smartphones sold each year even a 5-10% runner up represents a pretty substantial market for Qualcom.
so basically... (Score:2)
>> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.
Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.
I wish the rest of Windows would go that way too.
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>> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.
Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.
I wish the rest of Windows would go that way too.
Much of the speed of Mantle over OpenGL and DirectX have to do with the CPU processing draws to the screen. If you have an older Phemon II but with a decent card (my own system) doing this in GPU benefits. DirectX 12 will look at cpu vs gpu functions and execute on either depending on which is faster.
Basically it is a bottleneck as the GPU sits there waiting for the cpu in many games and if hardware in the GPU can do these things it takes the load off the CPU so the GPU can thread efficiently. In other word
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DirectX has handles, Mantle probably has pointers ... that's where I think much of the speed will come from.
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Last time I checked, DirectX 11 had descriptors for all the different attributes of the pipeline, while OpenGL still had the state management functions that managed them indirectly. With both drivers, you are managing buffer blocks of data to read data from and writing to - these may be on the CPU or GPU side (textures, vertex buffer objects, transform feedback buffers, framebuffer objects, uniform buffer objects, shader storage objects). You just set what you need, and just call a draw function. Everything
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DirectX has handles, Mantle probably has pointers ... that's where I think much of the speed will come from.
"Handle" is a generic term for a reference to a resource - which often means pointer. Where would you get a massive speed increase from?
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>> it will focus on giving developers "close-to-metal" GPU resource access and reducing CPU overhead.
Translation: ...its finally been gutted of a lot of heavy Microsoft crapware and is now just a thin wrapper over the GPU vendor's own driver.
I wish the rest of Windows would go that way too.
Not at all, DirectX is actually surprisingly efficient, however modern GPU's nowadays are at the point where the bottleneck is now the CPU's ability to feed it. This has meant a rethink in the architecture with things like mantle to allow more offloading of the processing direct to the GPU, people don't seem to understand even mantle still requires DirectX or OpenGL on top of it, mantle is really more a replacement for a layer within these API's, not a complete API replacement.
Jerks (Score:2)
These sorts of announcements have the effect of freezing developers and keeping them from moving to superior technology.
They would have done nothing if not for AMD and now they're going to steal AMD's thunder.
This sort of thing makes my blood boil.
If you're a developer out there, please, don't let Microsoft get away with this.
Re:Jerks (Score:5, Informative)
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The OpenGL presentation is given by Nvidia (not AMD as suggested by your link). This amounts to Nvidia's response to Mantle - they obviously will never implement Mantle, instead try to improve existing APIs
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Which developers are you talking about? I'd wager that the biggest money makers and users of these APIs (AAA game developers) already have good enough relationships with Microsoft, Sony, etc where under NDA they are able to offer feedback on existing and proposed API/platform directions and allow themselves to be in sync with where it is going.
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Which developers are you talking about? I'd wager that the biggest money makers and users of these APIs (AAA game developers) already have good enough relationships with Microsoft, Sony, etc where under NDA they are able to offer feedback on existing and proposed API/platform directions and allow themselves to be in sync with where it is going.
Correct. It always depended a bit on the company, but the engine teams graphics programmers generally talked both with MS as well as hardware vendors about upcoming technologies on a semi-regular basis. A number of years ago a programming team I was on visited MS to give some feedback on upcoming features (I think it was maybe for DX8? So yeah, a while ago). We'd also get the latest and greatest reference hardware to test with too, which was always fun. Now that I've gone indie I have to buy my own har
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If you're a developer out there, please, don't let Microsoft get away with this.
So what should I do instead? AMD hasn't even released Mantle so this doesn't have the effect of 'freezing developers' at all. I'm primarily an OpenGL developer rather than DirectX but I always like when a new version of DirectX ships as that has an impact on pushing OpenGL forward. But do you really think developers should freeze development and wait for AMD to give us Mantle? I don't, I'll judge it when it's released but I'm not making a call on it now (same goes for DX12).
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AMD wouldn't have done anything if it weren't for Epic and Valve etc. AMD is responding to developer requests for more baremetal access. The developers who have been talking to AMD and NVidia are also talking to Microsoft and the OpenGL consortium and everybody in between.
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If you're a developer out there, please, don't let Microsoft get away with this.
Developer here. Get away with what? No one is going to put their game on hold waiting for a new version of DirectX. You're barely starting to see DirectX 11 required games finally emerge, now that XP and the 360 are rapidly diminishing platforms of importance, and you're worried about MS creating a new version of DX? It's been four years since DX11 was released, you know.
Besides, with it's relatively new policy of tying new versions of DX to OS upgrades, you won't have to worry about games supporting DX
The driver whip (Score:1)
Nice (Score:4, Informative)
Why the hate (Score:2)
I get a little bored with the defence that people hate something implying that they are somehow emotionally against something. Directx was another single platform Microsoft APIs. Through dominance and laziness like internet explorer it has thrown away it's lead. Hate it... hardly notice it... Love the massive growth if cross platform gaming since Microsoft dropped the ball... high fives all around. Welcome to competition.
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Except that DX 12 will more than likely require Win 8, so it will be a mostly underutilized option.
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Except AMD Mantle isn't limited to a single vendor? Supposedly? In the future? If someone want to implement it? =P
Whereas DirectX kinda is :)
Then again it's more popular and relevant as is.
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How is DirectX not a single Vendor technology? sure you can run more than one companies hardware.
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DirectX always been top-notch, high-tech and the easiest API to work with for developers
Really? How about back when it was impossible to plot a simple pixel on a D3D window without using GDI?
market share vs profits (Score:2)
I have seen lots of these posts, and there is lots of presidents to back it up. Directx was just another thing that was propping up Microsoft resilient monopoly on the desktop... A shrinking market... with ever growing refresh cycles, and Is increasingly dwarfed by the overall computer market that is mainly android... Using directx especially as a platform exclusive could simply cause this market share to shrink faster... For the sake of a few early conversions to a later version of its OS; there are other
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Fucking idiotic (Score:2, Insightful)
Unbelievable. Another brand new graphics API to front the graphics hardware so that developers have to completely rewrite their software yet again.
People need to get over their damn obsession with "new versions" and remember what the point of a programming API really is. It is to provide a stable and comprehensive interface for doing a task so that developers do not need to hit a moving target or relearn their entire skillset every six months. The reason OpenGL was so successful was that it did not try to c
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DX13? (Score:1)
Will be just a wrapper around openGL.
An Interesting use of "Standard" (Score:2)
DX12. Microsoft is the sole definer. Implemented for only ONE Operating Environment, according to the defining body. May be implemented for two OSs at Microsofts leisure.
May or may not be upward or downward compatible with itself or anything else.
So PLEASE. STOP calling DX ANYTHING a standard. You may call it a library or an API.
PHIGS is the standard. OpenGL has pretty much supplanted PHIGS but is still not a standard. OpenGL is also an API but with broader support.
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DX12. Microsoft is the sole definer. Implemented for only ONE Operating Environment, according to the defining body. May be implemented for two OSs at Microsofts leisure.
May or may not be upward or downward compatible with itself or anything else.
So PLEASE. STOP calling DX ANYTHING a standard. You may call it a library or an API.
PHIGS is the standard. OpenGL has pretty much supplanted PHIGS but is still not a standard. OpenGL is also an API but with broader support.
Microsoft works with hardware vendors to release software that's compatible with the current capabilities of that hardware. Said hardware is also branded to be DX 'some-version' compliant. May or may not be upward or downward compatible? Nonsense, it will be compatible with a large set of the more recent hardware (or hardware ready to be reased), or the vendors would have told MS to go jump in Lake Washington. And so far, every version of DX has been forward compatible with all existing MS consumer oper