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Nvidia DX11 not important.

Thank goodness you got a boost in those two amazingly cpu-bound (well, more so gta) games then. totally worth it :cool:

Thats the point though isn't it, were getting (and got already) CPU limited games, so their 'CPU isn't important' is a load of ********.

Plus its not just those games ive seen a boost in, those just have the biggest.
 
Thats the point though isn't it, were getting (and got already) CPU limited games, so their 'CPU isn't important' is a load of ********.

Plus its not just those games ive seen a boost in, those just have the biggest.

thats right, the others see much smaller gains in general unless you are clocking the nuts off the cpu's. comparatively speaking, you get a damn sight more for your buck by buying a better gpu than visa versa. i dont believe they have really said any more than that.

im not a fan of many things nvidia get up to, but im just not prepared to have a dig for anything and everything.
 
hmmm

Features like tessellation and physics may finally challenge graphics cards

Video games have reached a plateau in recent years. Games still look good, but there hasn't been a leap forward towards photo-realism that many have been seeking. The hardware is powerful enough, so what is the problem? The finger can be pointed squarely at DirectX.

DirectX is probably the best known collection of Application Programming Interfaces (APIs) out there. Originally developed to transition game development from MS-DOS to Windows 95, it allows game developers to easily program for a wide variety of hardware.
The development of DirectX over the last 14 years has paralleled the development of Windows. There were many frequent updates to DirectX from the release of version 5.0 to DirectX 9.0, with gamers eagerly downloading each update in order to unlock higher performance or better features. That was because there were dozens of video card companies developing hardware during the turn of the century. With only three major players today, most performance boosts have come from GPU manufacturers themselves.

Nonetheless, Microsoft still understands the importance of driving the baseline for graphics technology. Every major release of Windows since Windows 95 has come with at least a DirectX update. Windows XP came with DirectX 8.1, XP Service Pack 2 included DirectX 9.0c, Vista launched with DirectX 10, and Windows 7 will launch with DirectX 11 on October 22.

Windows Vista introduced the Windows Display Driver Model, which allowed new features such as virtualized video memory and scheduling of concurrent graphics contexts. Since DirectX 10 was so closely integrated with Vista, it could not be easily used with older versions of Windows. Along with poor consumer satisfaction, this led to a dearth of game developers programming for DirectX 10, despite its many features. Game developers target the largest number of consumers possible, and none of them wanted to program exclusively for DirectX 10 if nobody had hardware for it.

Microsoft has learned its lesson, and the situation is very different with DirectX 11. It is essentially a superset of DirectX 10.1, itself a superset of DirectX 10. This means that game developers will be able to design their games for DirectX 11, but the Direct3D 11 runtime will scale back graphics features that are not supported by the hardware. This also means that Windows Vista users will be able to install DirectX 11, which means a bigger market for game developers.

There are several key features in DirectX 11 that will make graphics on the screen look closer to reality. Tessellation is used to increase the polygon count in an image. The more polygons, the more realistic the image will look. Gone will be the days of blocky looking characters as the polygon count will increase significantly with the next generation of DirectX 11 hardware.

Multithreaded rendering will allow Direct3D processes to run across multiple CPU cores. Most games are using dual core CPUs, but multithreaded rendering will make gaming on triple and quad cores finally worth the cost. A faster processing pipeline and increased scaling are only some of the benefits.

DirectCompute allows access to the shader cores and pipeline. It allows for non-proprietary physics implementations, which some open-source physics projects are looking to take advantage of. Video transcoding will also take a significant leap due to access to the many processors on a modern GPU.

Many improvements to image quality and realism were already made available in DirectX 10 with Shader Model 4.0, and Shader Model 5.0 in DirectX 11 will bring even more improvements. a new type of texture compression will bring higher image quality as well.

Game developers are very excited about the possibilities that DirectX 11 hardware brings. There are over three dozen DirectX 11 titles currently in development, and some of them will be available for the Windows 7 launch.

Finally, graphics cards will have something to challenge them.

http://www.dailytech.com/Games+Will+Leap+Towards+PhotoRealism+With+DirectX+11/article16256.htm
 
This is exactly the same talk ATI came out with when nVidia were first with shader model 3.

ATI said shader model 3 wasn't important and 2.0b was enough on their x800 series. Look how that turned out. Not sure if DX11 is as big of a jump, but we'll have to see.

How the tables have turned. They are both as bad as each other!
 
This is exactly the same talk ATI came out with when nVidia were first with shader model 3.

ATI said shader model 3 wasn't important and 2.0b was enough on their x800 series. Look how that turned out. Not sure if DX11 is as big of a jump, but we'll have to see.

How the tables have turned. They are both as bad as each other!

No one is perfect but the difference is that some learn there lesson & change there ways while some don't.

It's the severity & the amount of infractions that society decides how bad someone or a company is from one another.
 
True Final8y.

I like seeing both companies firing off shots. I have used both products and the scene would be dull without nVidia and ATI. AMD and Intel.

I'm definitely not brand loyal. Buy the best for gaming at the time and the most reasonably priced. Not bothered about ultimate performance. If DX11 proves to be very well supported and offers substantial gains or a great title comes out that requires DX11, I'll jump from this 9800GTX+.
 
Considering Nvidia's philosophy is to turn the gpu into a 'general purpose parallel processor' this doesn't surprise me much. They might have to eat those words if the HLSL in DX11 is good enough to compete as it has the potential to put nvidia's propriety software in the tech dustbin. To put it in very simple terms ATI are concentrating on the gaming market and Nvidia the parallel processing market

Most excited by the splitting of API so DX10 hardware can support mutl gpu machines more efficiently - think I will buy another 4870 seeing as you can get them for under a ton now
 
Couldn't be bothered to read 3 pages of a thread, so I apologise if already posted, however 1st gen DX cards are never bought for that DX version.

Did we really buy 48x0/GTX2x0 for the DX10 or DX10.1 features, or was it just that delivered a fast DX 9.0 performance.
 
I agree. Notice how the 3 "important" features this joker advises you to look out for are all Nvidia only features!:p

This would indicate that they know they are going to get stuffed on performance and price on the DX11 cards.
Yep, looks like pure marketing spin to me...
 
Yep, looks like pure marketing spin to me...

That's how nVidia rolls to be honest.

Nothing is important until they say so. They they won't shut up about it. :rolleyes:

Wait until they've got DX11 cards out, they're gonna be singing DX11's praises from the tops of tower blocks.
 
This is exactly the same talk ATI came out with when nVidia were first with shader model 3.

ATI said shader model 3 wasn't important and 2.0b was enough on their x800 series. Look how that turned out. Not sure if DX11 is as big of a jump, but we'll have to see.
SM3.0 was trivial in comparison to the compute shaders and hardware tessellation they're introducing with DX11. SM3.0 introduced no improvement in visuals and created huge confusion in the market place, with a large number of gamers caught out by games like Bioshock. At the end of the day this is nVidia trying to distract people from their lack of DX11 hardware, as they were happy to push DX10 (an API that offered a lot of performance improvements but little in terms of visual quality). At the end of the day it's irrelevant if ATi would have done the same - it's nVidia that is doing it here.

I'm much rather ATi and nVidia focus on making great hardware and tone down the politicking.
 
Not quite sure what you mean by "SM3.0 introduced no improvement in visuals" - the lighting and shadows effects are of much higher quality than SM2 and earlier due to the ability to use higher precision, better filtering, etc. and gives you access to much more advanced lighting, displacement and parallax mapping effects that would run much slower and need partially faking up on the CPU to achieve the same visual quality with SM2.
 
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