[QUOTE="cowgriller"]
almost entirely wrong on everything. nvidia did not have a direct 3d 10 card until the launch of the 8800 series one year after the launch of the 360 (8800 in nov. 2006.) ati launched the 2900 with d3d 10 in march 2007 and was the first to launch d3d 10.1 and will be the first to launch d3d 11 later this year with the release of windows 7 around oct/nov. the gpu in the ps3, the RSX, is based on the 7800 gt, a dx 9 card, but with a smaller ring bus and lower bandwidth. further more, the rsx uses opengl, it doesn't use directx.
d3d 10 added some new features but was pretty much a more efficient version of dx 9 that was to be a selling point for vista. d3d 11 will be huge in regards to d3d 10 but unlike d3d 10 and just like d3d 10, will require new hardware to take full advantage of. unlike d3d 10, d3d 11 will be able to run on an older version of windows (vista, it's not 7 proprietary).
horrowhip
D3D 10 was not a more efficient version of D3D 9... D3D 10 was an entirely rewritten API with a ton of architectural differences from D3D 9. That is why attempts to take D3D 9 code and then sprinkle D3D 10 effects on top didn't prove to be successful or efficient. DX 10 was much more than a selling point for Vista, it was designed as a sort of refresh of DX. It completely renewed the API and streamlined everything about it. It added new features like the Geometry Shader and demanded Unified Shaders in the hardware. D3D 10 was in every single way, the single greatest improvement that DX had seen over the previous version. People like to claim that it was a waste given that we haven't seen massive performance improvements, but in order to really use DX10, you have to write and engine from the ground up for DX10. There are no half-way measures with it. You can't just add DX10 features on top of a DX9 engine without giving up all the performance improvements... No game released thus far is a true DX10 game. Not even Crysis. DX10 has simply not been used properly yet.
Also, D3D 11 is a subset of D3D10. Most of its features can be accessed by DX10 cards. However, a couple features require specific hardware.
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.
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