andi_s Posted October 6, 2015 Share Posted October 6, 2015 After dabbling a few months in UE4, I am back at T3D. Somehow UE4 jsut did not click for me. So I am thinking of going back to T3D, and it seems there is a new release soon. However, as it for sure will take quite some time to finish a game (if ever ;-)), I have a question: T3D at the moment is still using D3D9. Will this be a Problem in the (near) future? I mean, will newer machines maybe not be able to run a T3D game? I know, there is the source, so it can be changed to use D3D11 or whatever comes later....however I know for sure that I will not have the skills to do this. Will D3D9 only be a Problem in the future? Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted October 6, 2015 Share Posted October 6, 2015 T3D can already use dx10 and dx11 u just have to code it in yourself, there are a few gits with dx11 already implemented, not sure how far on they are but i think they work check azaezels git repo i think his has the dx11 git in it.Just one thing, if u are going to code in dx10 or dx11 remember to put in an if statement that bypasses caps Quote Link to comment Share on other sites More sharing options...
Azaezel Posted October 6, 2015 Share Posted October 6, 2015 Don't have a DX11 fork up as of yet. I'll leave it to the various authors poking at it themselves to say more on that score. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted October 6, 2015 Share Posted October 6, 2015 who is it has the dx11 fork? Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted October 6, 2015 Share Posted October 6, 2015 its lopuska https://github.com/Lopuska/Torque3DDont know how far on he is though Quote Link to comment Share on other sites More sharing options...
JeffR Posted October 7, 2015 Share Posted October 7, 2015 I touched on this in the 3.8 release thread once I got an OK to mention it.Timmy's been doing work on Anis' DX11 and D3D9 refactor branches, to get them updated and rolling. He's been getting his work uploaded, and once it's all up, he'll open it up for everyone to help collaborate on. This should get us a baseline implementation of DX11 - it may not see tons of performance gains at first, but we can steadily improve it as we go. Having it in at all is the big first step. Quote Link to comment Share on other sites More sharing options...
JeffH Posted October 7, 2015 Share Posted October 7, 2015 This should get us a baseline implementation of DX11 - it may not see tons of performance gains at first, but we can steadily improve it as we go. Having it in at all is the big first step. rgr that one. I'm gonna reckon there will be some performance, considering drawcall overhead is def. reduced between DX9 and DX11 if your drawcall bound. Won't be as good as DX12/Vulkan/Metal but still should bring up to part with more-like GL drawcall perf. Quote Link to comment Share on other sites More sharing options...
Timmy Posted October 7, 2015 Share Posted October 7, 2015 This should get us a baseline implementation of DX11 - it may not see tons of performance gains at first, but we can steadily improve it as we go. Having it in at all is the big first step. rgr that one. I'm gonna reckon there will be some performance, considering drawcall overhead is def. reduced between DX9 and DX11 if your drawcall bound. Won't be as good as DX12/Vulkan/Metal but still should bring up to part with more-like GL drawcall perf. What i have seen so far with performance is exactly what you said ;) . With less complex scenes DX11 outperforms DX9 (anywhere up to 20% range) but with huge complex scenes it's on par because other parts of T3D become the bottleneck and not the gfx calls. It's early days with dx11 so perhaps some more performance will be found, i have already fixed a few performance issues already. Quote Link to comment Share on other sites More sharing options...
Chelaru Posted October 7, 2015 Share Posted October 7, 2015 win 10, 64bit. 2560x1440 rez. And it works fine. Quote Link to comment Share on other sites More sharing options...
JeffH Posted October 7, 2015 Share Posted October 7, 2015 DirectX 9 has been used to make many good games such as Skyrim and Stracraft II. Hence people would be very angry if they could not play those games. I find it very hard to believe that support for DirectX 9 will go away very soon. I just want to say that I am still able to run DX7 and OpenGL 1.1 in hardware. I doubt ISVs will stop supporting any api for a _very_ long time. Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted October 7, 2015 Share Posted October 7, 2015 thats why u would launch your game with a installation file for the version of dx that will install when ur game installs, steam has a system for doing this aswell Quote Link to comment Share on other sites More sharing options...
marauder2k9 Posted October 7, 2015 Share Posted October 7, 2015 here is a link to the redistributable that can be included in any product you release that uses directx9https://www.microsoft.com/en-gb/download/details.aspx?id=8109 Quote Link to comment Share on other sites More sharing options...
JeffH Posted October 8, 2015 Share Posted October 8, 2015 Note once Torque updates to using the windows SDK, even DX9 will not require redistributables. Rather, the developer can provide the d3dcompiler_xx.dll file Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.