Anything additional to learn on the content creation side, or is it going to be shaders, shaders, shaders? Are more artists going to start learning to program shaders? Could be that we do everything the way we do now, and let the tech take realtime rendering closer to pre-rendered...
-edited out that article cos it was distracting from the point of this post-
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the whole dx10 thingie is mostly pure pr to push vista
Anyways i dont know any groundbreaking features it has over DX9.
Here's an dirty little unimpressive DX9 fish:
And here is the true testament of DX10's mastery. The same fish rendered with DX10!
DX10 is the wave of the future, my friends! No longer do our hideous retarded fish have to have little bumps. Using the true power of DX10, we can make their bumps into spikes.
Look at the games currently in development. They're all using Direct X 10, and have been for a good while now. This is the extent to which the industry is going to "change," for this generation of Direct X at least.
But.. look at all the things we can do with DX10!
Here's an dirty little unimpressive DX9 fish:
[image]pix[/image]
And here is the true testament of DX10's mastery. The same fish rendered with DX10!
[image]moar pix[/image]
DX10 is the wave of the future, my friends! No longer do our hideous retarded fish have to have little bumps. Using the true power of DX10, we can make their bumps into spikes.
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I think I do recall reading about real time sud-division in DX10, which would allow for silhouette changes when using bump/parallax maps. Awesome.
Correct me if I'm wrong.
Tis can't so I am not 100% so forgive me if I am wrong.
Actually I quite enjoyed turok
MS setting standards that all have to follow, there "shader model" system and all that, makes it a bit more friendly for developers. GL is very open and doesnt really have that much standards. Whats worse is that it is legal in GL to just "do it", even when its not supported in hardware (aka software-fallbacks). So depending on the mix of setup you ask for (floating point textures whatever) the driver might fall back to seconds-per-frame.
To my knowledge the dx10 driver system is more like GL, which is more lightweight and faster. On the other side GL is just redoing the API to be more for current days system, a bit more like d3d.
While its true that in GL new stuff (geometry shaders are the major new thing with sm4 cards) can be done now already and on all OS, GL suffers from that extension jungle, and driver issues (most focus on dx, hence GL drivers often are a bit more buggy, and when you aren't id you cannot expect nvi/ati to fix them for you). Also stuff like .fx or compiled shaders and so on, which are "hot" for game stuff, simply don't exist, yet.
id could and eventually has done the engine for dx (360 variant) as well, so I wouldnt say it's GL, after all the hardware it's supposed to run on has a common feature set + both apis expose those. I'd say id simply picked GL as their main api, cause they have most experience with it, so why change...
personally I enjoy GL, too, its flexibility and expecially light-weightness, but it wasn't until soon when the newer stuff became easier/more robust/widespread to use.
everything comes at a certain price, so GLs extendability thru vendors, is great to play with new stuff quick, but has the issue of having less standardized ways of doing stuff. the world is grey...
Keg: that is true for dx10 generation cards, but isnt api related, just was a matter of time/featureset. The xbox360 (using a dx9 variant) also offered the unified shaders. It's not mandatory how an architecture implements stuff, so it can still be done thru separate pixel/vertex chips, but as you said, the unified approach is more efficient.
But.. look at all the things we can do with DX10!
Here's an dirty little unimpressive DX9 fish:
And here is the true testament of DX10's mastery. The same fish rendered with DX10!
DX10 is the wave of the future, my friends! No longer do our hideous retarded fish have to have little bumps. Using the true power of DX10, we can make their bumps into spikes.
[/ QUOTE ]
This one made it for me, for a sec all i was thinking was "woohaa ! im looking at the true power of DX10", before i realized it was a joke XD bhahahahaha !!
or is that a heightmap.. lol.
DirectX 10:
http://www.gametrailers.com/player/9019.html
DirectX 9 vs. DirectX 10:
http://www.gametrailers.com/player/19966.html
What interest us?:
http://media.pc.ign.com/media/694/694190/img_3493897.html
How will DX10 change our jobs? I suppose this say it all...
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Yeah, apparantly rendering with DX10 means you automatically get more explosions and physics!