• Microsoft confirma - DirectX 11.1 exclusiv pentru Windows 8 4 1

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Microsoft confirma - DirectX 11.1 exclusiv pentru Windows 8


Microsoft confirma - DirectX 11.1 exclusiv pentru Windows 8

Microsoft a confirmat prin Daniel Moth care a explicat pe forum ca DirectX 11.1 va rula exclusiv pe Windows 8. Noile update-uri ale DirectX nu vor avea in plan platforma Windows 7, astfel impatimitii jocurilor vor trebui sa treaca pe Windows 8 daca vor dori sa beneficieze de noile imbunatatiri aduse de DirectX 11.1. Daniel Moth spune ca DirectX 11.1 va rula pe toate platformele Windows 8-based, inclusiv pe Windows RT si Windows Server 2012.

Una din imbunatatirile importante aduse de DirectX 11.1 va fi suportul nativ 3D stereoscopic. Acest lucru inseamna ca orice joc sau alta aplicatie scrisa cu DirectX11.1 va avea suport pentru vizualizarea continutului 3D cu ajutorul ochelarilor stereoscopici "by default". Pana acum suportul 3D era asigurat de placa video care venea cu propiul soft 3D Vision.

Daniel Moth spune: "DirectX 11.1 este parte a Windows 8 asa cum DirectX 11 a fost parte a Windows 7, insa acesta din urma a functionat si pe Windows Vista, dar in acest moment nu exista niciun plan ca DirectX 11.1 sa functioneze si pe Windows 7".

Noile caracteristici ale DirectX 11.1:

• Shader tracing and compiler enhancements
• Direct3D device sharing
• Check support of new Direct3D 11.1 features and formats
• Use HLSL minimum precision
• Specify user clip planes in HLSL on feature level 9 and higher
• Create larger constant buffers than a shader can access
• Use logical operations in a render target
• Force the sample count to create a rasterizer state
• Process video resources with shaders
• Extended support for shared Texture2D resources
• Change subresources with new copy options
• Discard resources and resource views
• Support a larger number of UAVs
• Bind a subrange of a constant buffer to a shader
• Retrieve the subrange of a constant buffer that is bound to a shader
• Clear all or part of a resource view
• Map SRVs of dynamic buffers with NO_OVERWRITE
• Use UAVs at every pipeline stage
• Extended support for WARP devices
• Use Direct3D in Session 0 processes

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