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Hi, first I'll give some background on my situation...
Recently, I bought a Corsair 2x1024MB pair of dual channel DDR2 PC6400 memory sticks (link) and when they came in, one of them didn't work (the system won't even POST if that specific stick is inserted). I don't have any fallback DDR2...
First off, you'd probably want to check out the DirectX SDK. Most of it (i.e. ~99%) the average consumers, i.e. you guys, probably won't be interested, but that last 1% is a bunch of little Direct3D 10 demos showcasing some effects that are quite practical due to D3D10. Those'll be the first...
By the way, that D3D10 feature list is actually missing out on a really cool part of the VDDM that affects both D3D10 and D3D9Ex:
Because of the way resources are handled now, stuff like alt+tabing out of a game should be almost instantaneous. Usually a game has to reload every texture...
The fish is actually ONE of the kinds of effects that D3D10 will allow. If you ask me though, the way that Microsoft implemented it (it's actually one of the samples in the D3DSDK) is far too intense for, likely, first gen D3D10 cards. Basically, it does a bit of raytracing to figure out what...
...insightful post. I'm guessing you're referring to certain effects only being possible via geometry shaders, however, anything you can do in a geometry shader you can do on the CPU. However, if actually DID try and do it, your performance would, relatively speaking, grind to a screeching halt.
That layer is really, REALLY transparent, actually. Vista, due to the nature of D3D9Ex's relationship with the VDDM and D3D10, will run D3D9 games faster once Vista's out.
Technically there isn't. However, since this is a consumer-centric website (and not developer/hardware designer-centric)...
Yes, but D3D10-exclusive games will not exist for a very long time. By the time they do, you will have upgraded, I guarantee it. Note however that there is a difference between D3D10-exclusive and D3D10-compatible. Games like Crysis are D3D10-compatible, meaning that they can run in D3D10 OR in...
No, you're wrong. The DirectX SDK has had a community tech preview of the D3D10 API in basically its final state since last december, and many elite devs and MVPs have had it for even longer. For now, they are just using emulation.
Tim Sweeney said that it'll be D3D10 compatible, but I think he said that only to give a simple answer for the interviewee (some dweeb from nvnews.net. No, I'm not ATi biased or something, the guy just looked like a total douche) and the audience. The benefits that he referred to are basically...
What Trimlock said. The changes in D3D10.1 are not even HUGELY useful. You guys have nothing to fear about D3D10 cards being obsolete in a matter of months after purchase.
All that the "Von Neumann processor" bit means is that the shaders run with a certain kind of logic, and with the context that the virtual machine is described in such a manner, results in that quote not implying anything about the actual implementation of the hardware.
You'd need to demonstrate that there is the actual benefit there given the extra transistors that an n-megabyte cache would give. There are aspects of cache-based memory management that, long story short, basically has diminishing effects as the cache size increases. At a certain point, it...
No it's not. Unified shaders merely become an entertainable idea given D3D10's featureset. D3D10's spec couldn't care less if the hardware it's using has unified shaders.
:confused: You do realize that current GPU cache sizes are less than 100KB in size, right?
A couple years from now I'd be surprised if the PPU exists anymore. It's likely that the GPUs will have evolved to the point that they're fast enough to do the physics calculations all by themselves...