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Featured Replies

Is DX11 going to come into play? I mean, they started this project within the last year, so hopefully it is!

JP1018

 

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Nobody knows.

Nobody knows part 2 Why oh why do idiot people still continue to ask dumbo questions? Look folks , I have lost my cool, and that is a lot of cool to lose. I need a shot of tea . I need some Jazz I am THAT cool.

photo-141290.gif?_r=1341161573?t=54318216?t=43542077

Although nobody knows for sure its logical to think that they will use Direct3D11 interfaces, if for no other reason than its "feature levels". What that means is they can write one code path (mostly) but target 11,10.1,10 and 9 without having the headache of maintaining rendering code paths for each D3D variant. Obviously they'll have to have fallback shaders for the different shader models that each version of D3D supports but that's not a huge deal for most studios, and is certainly preferable to maintaining a code path per major version! D3D11 isn't a huge leap over D3D10(.1) either. Obviously there are some very nice new features but the core is pretty much the same so although I'd expect the D3D11/SM5 path to be slightly faster (assuming they make use of the new features) I wouldn't count on the D3D11 version looking significantly different to it running on D3D10(.1) hardware... if they have limited resources (compared to most AAA titles) then it makes sense to make the best looking D3D10/SM4 code, safe in the knowledge that it'll run faster on most D3D11 hardware which will make the hardcore happy after FSX! It's now also been nearly 18 months since the last DirectX SDK release, and D3D11 was around a good while before that (not that it's that difficult to upgrade the code from 10 to 11 due to their core similarities) so I be very surprised if they weren't using it! Rather than version numbers I'm more interested in the actual nuts and bolts of it - the rendering techniques being used etc. X-plane 10 (probably a dirty word on this forum!) is certainly getting my attention from that point of view as there is a fair bit of info out there on what it's using but nothing for Flight. I'll go and hide now, this was probably far too sensible a reply!!LOL.gif

  • Commercial Member
I'll go and hide now, this was probably far too sensible a reply!!LOL.gif
Lol, the peanut gallery won't be amused...smile.png

Too much laughing going on here.

Too much laughing going on here.
LOLLMAO.gif

Now you've done it. Mr. Moderator, the laughing limits have been reached here and I DEMAND that the above posts be stricken from history, the above said posters banned from every Internet forum in existence, and the ENTIRE Flight forum at AVSIM be closed forever.

  • Author

Well considering the new screenshots, it looks like their taking the 3D modeling to the next level, and most likely applying the advantages of newer versions of DX hopefully to increase performance.

JP1018

 

Well considering the new screenshots, it looks like their taking the 3D modeling to the next level, and most likely applying the advantages of newer versions of DX hopefully to increase performance.
*Crossing Fingers*
Although nobody knows for sure its logical to think that they will use Direct3D11 interfaces, if for no other reason than its "feature levels". What that means is they can write one code path (mostly) but target 11,10.1,10 and 9 without having the headache of maintaining rendering code paths for each D3D variant. Obviously they'll have to have fallback shaders for the different shader models that each version of D3D supports but that's not a huge deal for most studios, and is certainly preferable to maintaining a code path per major version! D3D11 isn't a huge leap over D3D10(.1) either. Obviously there are some very nice new features but the core is pretty much the same so although I'd expect the D3D11/SM5 path to be slightly faster (assuming they make use of the new features) I wouldn't count on the D3D11 version looking significantly different to it running on D3D10(.1) hardware... if they have limited resources (compared to most AAA titles) then it makes sense to make the best looking D3D10/SM4 code, safe in the knowledge that it'll run faster on most D3D11 hardware which will make the hardcore happy after FSX! It's now also been nearly 18 months since the last DirectX SDK release, and D3D11 was around a good while before that (not that it's that difficult to upgrade the code from 10 to 11 due to their core similarities) so I be very surprised if they weren't using it! Rather than version numbers I'm more interested in the actual nuts and bolts of it - the rendering techniques being used etc. X-plane 10 (probably a dirty word on this forum!) is certainly getting my attention from that point of view as there is a fair bit of info out there on what it's using but nothing for Flight. I'll go and hide now, this was probably far too sensible a reply!!LOL.gif
Not bad.....not bad at all for a first post...wink.png

how about Flight use DX10 as default but you will still see "Preview DirectX 11" in Graphic options?

I think MS is done with the Preview option.

I know you all saw that before but I'll post it again to show what upgrading from DX9 to DX11 look like...

how about Flight use DX10 as default but you will still see "Preview DirectX 11" in Graphic options?
In your dreams. LOL
I think MS is done with the Preview option.
HAHAHA!!!! LOL.gif

i7-6700K @ 4.5 GHz, 16 GB DDR4-2400 MHz, GTX 1070 8GB

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