Home > Commentary > EB Commentary > ATI on the possibilities of DirectX 10
ATI on the possibilities of DirectX 10 Print E-mail
Written by Hanners   
Tuesday, 04 July 2006 00:00
Article Index
ATI on the possibilities of DirectX 10
Unified shaders
Geometry shaders, The small batch problem
Other DirectX 10 changes
WDDM, Conclusions

ATI on the possibilities of DirectX 10

It's been a while since we truly had something new to get excited about in the graphics world - DirectX 9 has been with us since towards the end of 2002, and although we've seen a fair amount of progress with regard to graphics boards themselves thanks to the advent of High Dynamic Range rendering and Shader Model 3.0 hardware, this has largely had an evolutionary rather than revolutionary feel to it.

Enter DirectX 10 - One of the cornerstones of Microsoft's ambitions within their forthcoming Windows Vista Operating System and another opportunity to see the graphics market shaken up thanks to some rather substantial changes to the API.

Although Vista isn't going to be available in retail until at least January 2007 (with rumours mounting of further delays), the major graphics cards vendors such as ATI, NVIDIA and S3 naturally already have their responses to DirectX 10 very much planned out.  However, thus far it's been ATI that have made by far the most noise regarding this next release of DirectX, as they seemed determined to leverage what they clearly feel is their advantage (both architecturally and regarding their experience) in this upcoming arena.  To this end, they have been travelling far and wide to promote both DirectX 10 and ATI's plans towards supporting it (Without giving away too much about their first DirectX 10 product, R600, of course) to the press.  A few weeks ago was the turn of London to welcome ATI's Richard Huddy to talk to the press, thus what follows is a brief evaluation of what ATI had to say, and its place in the grand scheme of all things DirectX 10.



 
eXTReMe Tracker