Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (AndrewAMD, Ayumi, NewbieZorro), 14,141 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: DirectX 11 [Re: Superku] #422102
05/02/13 08:52
05/02/13 08:52
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
DX11 has no advantage for most users and thus very low priority at this point.

Re: DirectX 11 [Re: jcl] #422103
05/02/13 09:07
05/02/13 09:07
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
I think so, too. I'd prefer a step in the OpenGL direction to finally support the Mac or consoles - I love consoles wink

Re: DirectX 11 [Re: PadMalcom] #422111
05/02/13 13:43
05/02/13 13:43
Joined: Apr 2013
Posts: 17
Q
qwe Offline OP
Newbie
qwe  Offline OP
Newbie
Q

Joined: Apr 2013
Posts: 17
How that can be.
Who doesn't want to use Parallel Programming to process textures and
particles (Compute Shader).
Who doesn't want to use multisampling for textures and render target textures.
Who doesn't want to use single pass render to render all face of cubemap.
Who doesn't want to create procedural mesh(Geometry Shader, Hull Shader, Domain Shader)





Last edited by qwe; 05/02/13 16:12. Reason: English grammars
Re: DirectX 11 [Re: qwe] #422114
05/02/13 14:49
05/02/13 14:49
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Well I can agree with both sides. Of course it has some awesome features (and some stuff is much faster aswell)
but there aren't a lot of people around here who actively work with advanced graphics-technology like this.

I am very interested in Dx11 support but as I've already said there are not that much people who
would have a lot of benefits from this feature.
And also Acknex (in some parts) is outdated and still has other, more important stuff to be improved.

...oh, and: "Who doesn't"* ;P


POTATO-MAN saves the day! - Random
Re: DirectX 11 [Re: Kartoffel] #422164
05/03/13 10:09
05/03/13 10:09
Joined: Apr 2013
Posts: 17
Q
qwe Offline OP
Newbie
qwe  Offline OP
Newbie
Q

Joined: Apr 2013
Posts: 17
People well use DirectX 11 if the Gamestudio Implement it.

Re: DirectX 11 [Re: qwe] #422166
05/03/13 10:29
05/03/13 10:29
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
@qwe: I don't want [random advanced rendering feature] if I can have some other functions to make the gamedev workflow easier.

Page 2 of 2 1 2

Moderated by  aztec, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1