d3d 10 wasn't the greatest improvement to the directx architecture, it was merely the biggest. d3d 10 was pretty much out performed by dx 9 in gaming. sure improvements have been made, but it was not the huge improvement that ms claimed it to be. furthermore, the reason most pc games aren't designed for d3d 10 exclusively, or from the ground up, is because it would divide their userbase and those without vista/d3d 10 would be unable to play the game. yes, d3d 10 was a selling point of vista, which is why MS themselves marketed d3d 10 to the gaming market to get them upgrade to vista for it's "improved performance".
d3d 11 is not a subset of d3d 10, it's a superset of d3d 10.1. it contains all of the improvements and features of d3d 10.1 and adds tessellation, shader model 5, compute shaders, and mutlithreaded rendering. the later two can be used fully by even dx 9 hardware but tessellation and sm5 require d3d 11 hardware.
cowgriller
D3D 10 WAS the greatest improvement.
And you are right, developers aren't willing to divide their userbase.
But, the "improved performance with D3D 10 wouldn't have been a myth if developers had actually developed games to support DX10 natively, instead of halfway supporting it. MS marketed DX10 as one advantage of Vista, but it wasn't entirely marketing(like you were making it out to be). DX10 got a bad rep because developers didn't support it for financial reasons. But, as an API, it is a huge improvement over DX9 in every way.
Also, you are right. I made a slight mistake. DX10.1 is a subset of DX10. And then DX11 is a superset of DX10.1. And I said that Tessellation and other features would require DX11 hardware, but that the rest was compatible with older cards. ATi also has an advantage in that they have included Tessellators in their cards for years.
Log in to comment