[QUOTE="faultline187"][QUOTE="Teufelhuhn"]
This is so wrong I don't even know where to begin.
First of all, DirectX is proprietary. It belongs completely to Microsoft. However I have no idea what you mean by "under closed doors"...there's absolutely no point to an API that isn't fully accessible to developers. It's not like game developers use one DirectX, and Microsoft has some other super-secret DirectX that only they use.
Second, I hope you're joking about the OpenGL thing. OpenGL is dead. 3.0 was it's last chance, and ARB blew it big time. You might have heard all kinds of hype about what 3.0 was supposed to be, but I assure tht what was released was none of them. The only (and I do mean only) reason to use OpenGL is if you're targeting Mac or Linux.
Third, vector graphics has been here a long time. The 3D graphics that consoles and PC's have been doing for over 10 years now...that's all vector graphics. Using vector graphics doesn't mean you can scale it to any hardware (go ahead and try to get a PDA to render a scene with 1M+ polys), it means that the graphics can scale to any resolution. ronvalencia
Most people are not aware of difference between DirectX, OpenGL and OpenGL ES. Version and ID are different for sure. OpenGL (full) is on ver.3.0/3.2! While OpenGL ES is at version 2.0/2.1! The difference is night n day with OGL ES being only for Games (no applications, but API's like OpenVG, OpenMAX, OpenSL, EGL certainly are). The Desktop on these Mobile Devices (including Sony PS3) is running OpenGL ES 2.0, OpenVG in combination with EGL. Which is fully Vectored (meaning Resolution-Free and Alias-Free) Desktop Special FX Graphics. Resolution Free doesn't mean there is No Resolution. It means it scaled dynamically in real time, so you never see pixelation.
Along with this OpenGL ES 2.0/2.1 NO longer uses POLYGONS!. But rather triangles only. It is also based on Cell Rendering. So it's a composite of Cells or squares/rectangles which are much easier to calculate and render than polygons. Mainly because their dimensions aren't fixed and you only have four sides to calculate. Along with with being purely 2D rather than 3D Graphics of full DX9 or OpenGL.
These are only some of the reasons the Future is indeed pointed at OpenGL ES 2.0/2.1 with DX10 features along with a new Object Model based on Microkernel OS designs (as is Windows 7 w/25MG Microkernel). Beyond that, the Future of Desktops on both Mobile Devices and full PC's is Back to the Future in Object Oriented Operating Systems (especially on Mobiles). For OpenGL ES this will come with "Halti" in time, with no going back to the past ever again!
LONG PEAKS> MT EVANS > HALTI!
All im saying is that 128bit HDR is a DX10 FEATURE and is a Shader Model 4.0/4.1* Compliant! so there for if ps3 is opengl es 2.0 then its simply cannot be a 7800 card.
Shader Model 4.0 is a feature of DirectX 10, which has been released with Windows Vista. Shader Model 4.0 will allow for 128-bit HDR rendering, as opposed to 64-bit HDR in Shader Model 3.0 ;)
I dont see how hard that is to understand..
Watch and learn. Note Geforce 7800's NVIDIA marketing already has 128bit HDR.
Shader Model 4.0 is a feature of DirectX 10
Shader Model 4.0 will allow for 128-bit HDR rendering
7800gtx is a shader model 3.0 Compliant and only supports 64bit Hdr..Thats the way it is! ask anyone you like
I have a 2 7900 in sli on my pc and there is no game that i have played that uses 128bit hdr! Apart from g70's not being able to run HDR + AA at the same time
Crysis HDR is 128bit because of DX10 and the first card to support true hdr was the 8800
Log in to comment