DirectX 11 by Desings | x86/x64 | 25.84 Mb/26.96 Mb
Basic encoding and elaboration of DirectX 11 for Nvidia 9xxx / 2xx/3xx
Nvidia DirectX Convert 11 (from Desings)
A set of basic information about DirectX 11 for Vista and XP Service Pack 3
Development of the converter for the OS Vista, XP SP-3, Windows 7 build 7100 and 7600.
Maximum effectively reduce the burden Video systems operating Vista/XP/Win7
But most CPU uses PC while reducing the load GPU (only Series GeForce 2xx/98xx)
Since the conversion is designed for those video cards.
Allows you to see all the beauty of Crysis Warhead, and other games.
Added / Fixed:
+ Soft and flexible physics obektov and buildings in the game
+ Balance of white and gray (V-Ray DX11 Soft Autodesk 3DS MAX 2010)
+ Realism rosteny (colors, balance, contrast)
+ Fixed bug s hanging in games on XP Service Pack 3
+ Added support Buduyuscheyu Driver Nvidia GeForce 200.api
+ Added support for GTA 4 Quality MOD 6.0 (5.0 already available)
+ Full compatibility with Windows 7 x64 / (x86 rozryadnostyu OS)
+ Added support for Assassin's Creed, Halo, Bionic, Lost, Crysis Warhead
+ Added support API DirectX 11 Low Pro (+ FPS and Quality Desktop)
+ Added Conveyor API DX_10 Convert to DX_11
+ Fixed Autodetect encoding API Shaders Pack 5
+ Fixed hang with do not support games.
+ Now, if no packages Baz Даных DX_11 Games will work stably.
+ Preparing to full release 01/01/2010 (Update Full version with many changes SOON), Auto Generator DeXcode (for auto selection of Scheider for any games.)
Softer physics objects.
Includes components of Windows 7, the balance of tones, colors, the effectiveness of video systems on the drawing of 1-degrees of texture.
Includes V-Ray DX11 on, shine objects, reflections in mirrors and other ..
The rate of migration from the package of textures to the CPU and DDR, and only then to the GPU. Standard scheme was as follows (GPU - CPU - DDR)
Compatible with the latest drivers for Nvidia GeForce 9 (185.xx) and ATI (ATI Display Driver 8.612 and above)
Recommended processor with 2 and 4 cores for optimal and fast work ...
As for video card ATI has a series of unknown ... So sorry .. very good job on the integration of Intel Graphic Video Card
Installation is simple run the installer and set
Note for x86 operating systems ...
We pass on the way ...
And add the files from the archive
All of these actions (Install) do in safe mode and remove the protection from these folders SysWOW64 and System32
Low level support of hardware and operating system
New phases of image processing hardware for tessellation
Improved texture compression
Shader Model 5.0
Computational Shaders (Compute shader)
Low level support of hardware and operating system
Windows Vista and DirectX 10 have been designed to improve the basic model of Windows Display Driver Model (WDDM) and the creation of broad opportunities to enhance driver performance. In addition, API DirectX 10 was designed more than "pure" and simple, the most devoid of unnecessary features, thereby making client code easier to read and relieving developers from the headaches. DirectX 11 contains a a lot of new features to be considered full-weight update, but it is based on DirectX 10, and extends its capabilities. Anyone who is familiar with DirectX 10 and 10.1, will also feel confident in the work with DirectX 11. With DirectX 11 developers can use the hardware capabilities of levels 10, 10.1 and 11, working with the same set of functions.
Time release the final version of DirectX 11 will be correlated with the release of new version of Windows, but this API will be available for Windows Vista. Thus, by the time the new API all the hardware level of 10 and 10.1 will be able to work with him.
Previous versions of Direct3D were designed primarily to work with the configurations of a single-core CPU and therefore had limited support for multithreading. In DirectX 11 have been amended to allow developers to improve the management of the GPU multicore CPU. DirectX 11 improves the scaling of CPU resources through changes in patterns of API and driver. Asynchronous access to devices made possible by two key features of the object Direct3D 11 Device.
First, improved synchronization between the object and Direct3D Device driver allows you to make asynchronous calls to API, including the allocation of resources. Direct3D 11 provides developers with more freedom in the implementation of parallelism, allowing at the same time make calls using multiple threads.
Secondly, Direct3D Device interface now supports multiple contexts of visualization. 1) main line context (Immediate Context), which oversees the transmission of commands to execute in the GPU and 2) additional deferred contexts (Deferred Contexts), created by the application developer as needed. The work, comparisons with each deferred context, can be performed in a separate thread / core. This allows teams to accumulate in parallel GPU main processes of visualization, and after this act to perform in the GPU, when the main context is ready to provide the GPU to perform a new task.
The below diagram shows the process to create a queue of rendering tasks parallel to the main directly to context and performance of these tasks as the device is ready
This feature also supports DirectX 11 card Direct3D Class 10 and 10.1, so that changes in the method of image formation will be maintained and today's hardware.
New stage of image processing hardware for tessellation
DirectX 11 brings three new stages (hull shader, tessellator and domain shader) in the rendering pipeline. These steps cause the operation of a flexible, programmable hardware support for tessellation. Hull shaders and domain shaders - a programmable parts; Tessellator - is a fixed function, but support a large number of options provides control over the generated data item.
This programmable module allows you to convert the input data in such a way that their treatment is on the initial frequency of the control cells. Discussing the application pipeline, we often talk about that made drastic changes to the shader, have moved from the surface of one type to another, for example, square cells Ketmula-Clark (Catmull-Clark) to the Bezier patches (Bezier patch).
This module is a fixed-function is essentially the expander (or expander) data, which can be safely zaparallelit algorithms, user-defined. He takes the input parameters of tessellation and inserts in the top surface in the space of U, V according to the chosen partitioning scheme.
This module is executed once for each vertex, and is also a place where estimated representation of the surface. Input at this stage are presented in U, V-domain surface, ready for the parametric evaluation of the surface.
Conveyor supports several types of input data (square elements, triangular elements and even the broken lines (polylyne)), which allows developers to work with almost any representation of the surface. The only condition which must necessarily be met, is to support the hierarchical surfaces (subdivision surfaces) to visualize the characters.
Approximation schemes hierarchical surfaces
Charles Loop (Charles Loop) and Scott Schaefer (Scott Schaefer) from Microsoft Research to work on multiple-choice approaches to the approximation of hierarchical surfaces (or surfaces with a partition), which can be used in a pipeline DirectX 11. One such approach is presented as samples in the DirectX 10 DirectX SDK, alters basic grid of square elements on the surface of Beziers by a fixed tessellation. When applied to a pipeline DirectX 11, this and other schemes can be used to visualize in real-time hierarchical mesh surfaces.
Improved texture compression
The largest amount of memory in games is often given to texture, so it is understandable desire of developers to improve the texture compression, which is necessary to preserve the memory use and requirements of its capacity at the level necessary to render in real time. DirectX 11 allows developers to adopt new compression formats (BC6 and BC7), which are designed to help them achieve high-quality rendering without sacrificing performance. Here we focus on two defining examples of how technology DirectX 11 improves the quality of visualization. Some of you may be more familiar with the old DXT-names, which have been replaced by "block compressed"-terminology (BC) in DirectX 10. Here we use the new name.
Texture Compression image High Dynamic Range (HDR)
Today the image using HDR-textures are very common in games. In combination with intelligent operators maps tones, the use of HDR often makes the image more photorealistic. New compression scheme blocks, BC6, was developed to provide high-quality 6:1 compression of data HDR-image, followed by decompression hardware.
Shader Model 5.0
DirectX 10 enabled us Shader Model 4.0, which among other things includes full support for integer instructions and bit operations. Direct3D 10.1 has brought Shader Model 4.1 along with support for direct access to samples of MSAA. DirectX 11 includes Shader Model 5.0, which uses object-oriented concepts to facilitate the development of shaders and bring additional support for double precision. This update to HLSL (High Level Shading Language) gives you full control over the HLSL compiler to address the problem of specialization of shaders by using interfaces, objects, and polymorphism. With dynamic control over shaders, developers can easily create large, flexible shaders, and provide specialized, optimized versions for use during certain moments of visualization.
Computational Shaders (Compute Shader)
Anyone who is already familiar with the use of GPU for general purpose tasks, it will be interesting to hear about new computing shader, which provides hardware from different vendors support for programming GPU to perform tasks of general purpose (GPGPU, or General Purpose GPU). Much has been made towards the use of large computing power GPU solutions for large computing tasks in niche markets. However, computing shaders of DirectX 11, Microsoft has made it possible to use these algorithms for regular customers on a wide range of hardware. Let's see what opportunities open to developers of games and other applications use the GPU in tasks other than rendering.
This is mainly communication of data between threads and a rich choice of primitives for random access and streaming input / output operations. These features allow you to create a simpler and more rapid implementation of previously used methods, such as creating images, and postprocessing, as well as new methods that can run on hardware Direct3D Class 11.
DirectX 11 has a much more interesting innovations than we can consider in this review, but do not want to finish the story without mentioning more about the two functions of the new API.
Typically, developers have to disable the Z-structures and algorithms, when there is a write shaders in the depth buffer via register oDepth. Function Conservative oDepth in DirectX 11 enables shaders to write to the depth buffer in the redistribution of this reserved area. This allows the hardware to avoid significant losses in productivity, allowing the use of acceleration outside the specified area.
Restriction for textures in 16K and the binding of textures
DirectX 11 raises the limit on the maximum size of textures with 4K to 16K, as well as provides control bind MIP-LOD to limit the number of mipmap-levels that are loaded into the GPU.
OS: Windows All
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