Futuremark Vantage DirectX 11

Has any game to date done so?
Yup! WiC (World In Conflict) does

"Petter Sydow, VP of Development at Swedish developer Massive Entertainment, revealed that the team has managed to replicate "some" of the DirectX 10 effects seen in the PC "


Sydow said: "At this point we've managed to replicate some of the effects. [..] Nearly all of our DX 10 features are possible to do on the consoles":D

world_in_conflict_19.jpg
 
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Dx10 features are also possible to do on a dx9 card, does that make a dx9 card a dx10plus card?

its sufficient to warrant a "DX10+ Capable" badge:D [but you know they won't do that for older cards because they want to sell newer cards]
 
its sufficient to warrant a "DX10+ Capable" badge:D [but you know they won't do that for older cards because they want to sell newer cards]

Hey erek can i ask how old are you? Want to know if you are being sarcastic or if you are just naive.

For your information Xenos is a dx9 card that is capable of some dx10 effects so you could call it a dx9+ card and not a dx10+.

Dx10 is really different from dx9 internally but that don't prevent some effects to be realized on dx9 by using other methods. (but in the end it will be less efficient and accurate) Only when a effect require the support of a particular hardware them the lack of it will truly prevent a effect to work.
 
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Hey erek can i ask how old are you? Want to know if you are being sarcastic or if you are just naive.

For your information Xenos is a dx9 card that is capable of some dx10 effects so you could call it a dx9+ card and not a dx10+.

Dx10 is really different from dx9 internally but that don't prevent some effects to be realized on dx9 by using other methods. (but in the end it will be less efficient and accurate) Only when a effect require the support of a particular hardware them the lack of it will truly prevent a effect to work.

quarter of a century old, and i really think if they have even more time that they could encompass the entire dx10 feature-set even if with some software emulation being done...

"DirectX 10 graphical effects are possible on the consoles, given enough time and resources, the developer of the Xbox 360 and PS3 versions of PC RTS World In Conflict has said."

i'm privvy to suggest that an entire console could get the "DX10+ Capable" Badge
 
quarter of a century old, and i really think if they have even more time that they could encompass the entire dx10 feature-set even if with some software emulation being done...

"DirectX 10 graphical effects are possible on the consoles, given enough time and resources, the developer of the Xbox 360 and PS3 versions of PC RTS World In Conflict has said."

i'm privvy to suggest that an entire console could get the "DX10+ Capable" Badge

ANYTHING can be made with enough time and resources . As i said, you can do dx10 features on a dx9 card but NOT in the same way or efficiency as a true dx10/10.1 GPU. You can also simulate in software (CPU) ANY effect even dx11 features albeit mooore slowly. Consoles can do dx10/10.1 i will go even to dx 11 visual effects, but have they the power to cope with them? ;)

Is just like a low end dx10 card, it can render dx10 code and effects but at unplayable frame rates.
 
ANYTHING can be made with enough time and resources .

Exactly. My system is currently capable of rendering the entire visual effects of the up coming movie Avatar, same quality. The bad news is, the render queue says time to completion: 300 years.
 
I think some of you are confusing DirectX as an API with Direct3D compliancy as a hardware specification. Just because the Xenos is not D3D11 compliant on the hardware level, it doesn't follow that the entire system is unable to use the API. The 360 runs its own DirectX derivative that has been continuously updated alongside the PC revisions to now support many parts of the DX10 and 11 featuresets.

The 360 has probably done more to push DX10 (as an API) than it has hindered. Half the DX10 enabled games are multiplatform.
 
I think some of you are confusing DirectX as an API with Direct3D compliancy as a hardware specification. Just because the Xenos is not D3D11 compliant on the hardware level, it doesn't follow that the entire system is unable to use the API. The 360 runs its own DirectX derivative that has been continuously updated alongside the PC revisions to now support many parts of the DX10 and 11 featuresets.

The 360 has probably done more to push DX10 (as an API) than it has hindered. Half the DX10 enabled games are multiplatform.

You are not talking about me for sure them. ;)

And i'm not aware that xenus is capable of supporting dx11 Compute shaders, shared memory and tessellation (dx11 version) when the R670 a evolution of the xenus gpu can't. Or are the consoles GPU radically different from PC hardware that they can update them to new API's by firmware? :bleh:

And for your information IFAIK theres not one proclaimed dx10 game on consoles they are all dx9 or OpenGL (ps3 and wii) and only the PC version sometimes supports both dx9 and dx10.

And i will say it again consoles can SIMULATE dx10 or even dx11 effects by other means (ex: software) but not using dx10 nor dx11 native code.
 
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Again, the API is separate from D3D hardware compliancy. The terms in which you are using DX9 and 10 don't apply because they are Windows-centric compliancy standards that have nothing to do with the consoles. Whether a game uses a DX9 or DX10 render path has nothing to do with the hardware features used but the API. The only difference is that the PC version refuses to run under the latter API unless compliancy is met, and wholly regardless of whether the game actually uses any of the D3D10-only hardware features. A game could be using DX8 level shader lengths, but if it's coded under the DX10 API then it simply won't run without DX10 compliant hardware. The consoles are exempt from that compliancy because they don't need to adhere to any such standard. Hence, the API can be upgraded as far as the hardware allows without worrying about compatibility.

There are actually quite a few console games that use these DX10-hybrid render paths. All of Capcom's games do exactly that and as do Far Cry 2 and HAWX. They may not use DX10 level hardware features but they do use the API equivalent. They simply wouldn't be possible on the 360 in their current form otherwise on account of memory usage.

The latest revision of the 360 API does support some of the features you mention, by the way. Shared memory, multi-threaded rendering and many others have been confirmed by Microsoft themselves. Some would be DX11 compliant (if it were PC hardware) and others wouldn't.
 
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"Xbox360 cannot run DX10," said an ATI spokesperson. "The Xbox360 has unique features including memory export that can enable DX10-class functionality such as stream-out. From what we're hearing, Crysis will support DX9 with some sort of use for DX10 features. It's likely that those DX10 visuals can be replicated on the Xbox360, but it can't be properly called DX10."
http://www.1up.com/do/newsStory?cId=3153097

http://digg.com/gaming_news/No_DirectX_10_for_Xbox_360

John Carmack
“I especially like the work I’m doing on the [Xbox] 360, and it’s probably the best graphics API as far as a sensibly designed thing that I’ve worked with,” he said.
While from commercial perspective reluctance to develop for the latest DirectX 10 hardware – which is currently not available widely – may be considered as logical, from the technology standpoint stagnation may transform into creation of game titles that are outdated on arrival. The vast majority of graphics cards installed inside gamers’ personal computers are compatible with DirectX 9, and Xbox 360’s application programming interface has similar feature-set.
http://www.xbitlabs.com/news/video/display/20070115233110.html

It may not be a dx 9 API on consoles in PC terms but is a dx9 like one as Carmack said "with similar feature-set".

All of Capcom's games do exactly that and as do Far Cry 2 and HAWX
All using a dx9+ render on consoles. Only on PC they have a dx10 render.


The latest revision of the 360 API does support some of the features you mention, by the way. Shared memory, multi-threaded rendering and many others have been confirmed by Microsoft themselves. Some would be DX11 compliant (if it were PC hardware) and others wouldn't.
link please ?

And we are way off topic by now.
 
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http://www.1up.com/do/newsStory?cId=3153097

http://digg.com/gaming_news/No_DirectX_10_for_Xbox_360

http://www.xbitlabs.com/news/video/display/20070115233110.html

It may not be a dx 9 API on consoles in PC terms but is a dx9 like one as Carmack said "with similar feature-set".
These are all old articles. The 360 API has since been upgraded many times over.

All using a dx9+ render on consoles. Only on PC they have a dx10 render.
They wouldn't fit within the consoles' 512mb of RAM if that were so. DX9 is far more wasteful of memory, and all these games use 700mb+ under DX9 compared to under 400mb in DX10 mode.

You can test them for yourself if you have the means. And I do want to stress that we're talking about APIs here and not shader models. There is no difference in image quality for most of these games, only in the render paths and memory usage.

link please ?

And we are way off topic by now.
You can find a number of links here. There are far too many to list, but here's a sample:

360.tif


Threads are meant to go off topic :)
 
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Ok i admit that you are making me think this twice. You seam to be more update about the xbox360 API them me. I'm in reality a PC gamer only, so console updates are the last thing on my list to know.

What i find strange is how ATI/Microsoft are making features run in a GPU hardware 4 generations old but on a evolution of the xenus GPU and 2 generation R670 (HD 3800) GPU they say they don't work! I smell something here and is not my gases.
 
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