Realism like never before
Loading ...
Have you wondered what all the hype around Microsoft Windows 7 and DirectX 11 is all about? We will shed some light and answer some of those questions in this blog.
Let’s start with Windows7, everyone, including my own mother, is talking about this amazing operating system. Microsoft is rumoured to be launching the successor to Windows Vista in late October. What does it mean to you the PC user?
I cover my experience with Windows 7 in this blog; in a nutshell, the experience has been fantastic. It seems that Microsoft has worked out all the kinks and quirkiness of Windows Vista and are about to launch an incredible OS for the PC. Windows 7 (when compared to Windows Vista) is designed to offer the user a much more refined experience, smaller footprint, faster response times, long battery life and a much more visually intense and enjoyable PC experience.
Wrapped up in all the new Windows 7 OS splendour is a new API (Application programming Interface) called DirectX 11. Basically, the API allows developers to program software that uses a standard set of terms to communicate with the libraries and the OS. Think of it as game developers have some new toys to play with inside Windows to allow them to deliver better software.
DirectX has been around since 1995 with the launch of Windows95, a full history can be found here.
Let me break down the features and benefits of DirectX 11 -- the main features being:
-Tessellation -- Multithreaded Rendering - DirectCompute
Tessellation is a technology that has been around for a few GPU (graphics processing unit) generations. AMD has had Tessellation support since 2001, which was then called Truform; we also implemented Tessellation in the XBOX 360 GPU, then codenamed “Xenos”. Tessellation is a feature which increases the number of polygons in an image. Basically, Tessellation enables a more lifelike image, both of objects and landscape. Back in the day characters who were CG (computer generated) looked very blocky, almost cartoon like; with the use of Tessellation, developers are now able to significantly increase the number of triangles to draw an image, thus creating a more lifelike quality in games.
Multithreaded Rendering is a feature which allows DirectX to be processed via multiple CPU threads. This means that a dual-, triple- or quad-core CPU can have a higher utilization across all cores than DirectX APIs in the past. Historically the OS would load up a single core for commands to the GPU, in essence creating an overload on the first core and under utilizing the additional cores. With only one core issuing commands to a GPU, we have seen CPUs hold back the potential performance of the GPU. With Multithreaded Rendering, DirectX will take better advantage of all the available cores. This should result in a better experience for the multi-core user because of a faster processing pipeline and increased scaling.
DirectCompute is a feature which allows access to the shader cores/pipeline for Stream Computing (graphics acceleration) type applications and physics acceleration. One of the biggest technology breakthroughs of the past 5 years has been the notion that processing can be moved from the traditional CPU to the much more parallel GPU. Simply put, the CPU manages tasks sequentially; it accomplishes a task then moves on to the next task in a very orderly fashion and with tremendous speed. Today’s CPUs can work at speeds of up to 108.8 GigaFLOPS (Floatingpoint Operations Per Second).
A GPU is designed to work with many slower cores in parallel, giving a much wider vector -meaning a wider road for more cars to travel on -- than a CPU. This allows tasks to be completed faster if the program or software is developed to take advantage of many-many cores, albeit slower ones. Today’s GPUs can work at speeds up to 1.36 TeraFLOPS, giving the GPU a significant (almost 11 times faster) advantage when the proper software is run. This advantage truly delivers on the processing capabilities of Stream Computing. DirectCompute allows easier access to the GPU’s many cores for parallel processing; if the user is running applications that take advantage of Stream Computing then the performance experience increases considerably. We are seeing transcoding as the first type of task that is seeing tremendous benefit using Stream Computing. This means if you are an avid HD video or music user you will benefit when converting files to play on your laptop or iPod type devise; Stream Computing can significantly cut down the wait-time for enjoying your converted media.
Now, if you are a gamer you undoubtedly will be asking me “What games are going to support DirectX 11″? This is always a tightrope to walk for us as we are unable to pre-announce our technology partners titles and the specs around those titles; still, we want to give the consumer confidence that we’ve been assured there will be substantial titles in the market that take full advantage of your ATI Radeon DirectX 11-compliant graphics card. So, as this blog is published, here are the future DirectX 11 games we can talk about:
Dirt2 by Codemasters
BattleForge by EA
S.T.A.L.K.E.R: Call of Pripyat by GSC Game World
- Check out this early spoiler for Dirt 2 -
Some industry folks have stated that we will see more titles that support DirectX 11 then we did for DirectX 10. Some even say that DirectX 11 is the full implementation of what DX10 should and could have been, but that is subjective opinion and conjecture.
Game developers discuss the benefits of DirectX11
Windows7 and DirectX11 are right around the corner, as is the newest ATI Radeon family of graphics cards. As always, it’s our goal to blur the lines between reality and what is rendered. I believe we have made a major leap towards crossing that chasm with our ATI RadeonTM HD 5000 series products and their support for DirectX 11.
Between now and the launch of Windows 7 and DirectX 11, we will continue to uncover the technical details, as well as the visual implications, for the user experience.
At the time of this blog, AMD will be the first GPU vendor to market with a fully compliant and enabled DirectX 11 graphics product. So don’t be fooled by claims in the market about DX10 GPU’s supporting DirectX 11….
My good friend Tim Smalley from bit-tech.net has a great in-depth article on DirectX 11: A look at what’s coming – Check it out.
Cheers!
Ian “Cabrtosr” McNaughton
Ian McNaughton is senior manager of advanced marketing at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.


(42 votes, average: 4.67 out of 5)


#1 by Quinn - September 9th, 2009 at 18:04
Nice blog post. I am really looking forward to DirectX 11 and Windows 7. In my opinion Windows 7 is what Microsoft intended Windows Vista to be. Having seen the DirectX 11 SDK @Area64 I have a better understanding of the technology. Tessellation is where its at and I am really excited about DirectCompute. I already use Folding@Home and the Avivo Video Converter which both utilize the GPU. I am curious to see what else can utilize the GPU. I do have one question for you. In regards to this statement: “DirectCompute allows easier access to the GPU’s many cores for parallel processing”, When you refer to GPU cores… Is it the same concept as a CPU core or something totally different?
#2 by Ian McNaughton - September 10th, 2009 at 09:37
THanks Quinn – In reference to GPU cores, they are shader cores, many smaller cores for a wider vector od processing, hence GPU is great at parellel tasks vs, a more serial dual or quad core…
#3 by n00bular - September 12th, 2009 at 04:57
@Ian McNaughton,
LOL, Direct X11 cards are one big hype lol.
You know why? Because of the fact that tessellation is already supported by current ATi range. Also, xbox360 supports it too
You aren’t getting me this time Microsoft, I won’t even bother upgrading to direct X11 hardware because, its pointless upgrading because of this minor little update that you call *revolutionary*(just SM 5.0 wow, like that’s going to impress me). If tessellation is already supported by current cards then its pointless buying a new direct x11 card.
If they want to win back gamers that they lost from direct X10 then maybe they should add something that is WORTH buying. How about they incorporate ray tracing etc to the API it would make an incentive to purchase. Also provide games that actually make good use of it. 4 odd games isn’t going to impress me. Furthermore, try and make your hardware more affordable to those who don’t have the budget to.
You guys are taking the wrong steps and direction in the recovering stage. PC gaming can be profitable but this fail business model where they choose to port games to every single platform, its no wonder why not many people buy the PC version because they are exactly the freaking same with the exception of higher resolution and more AA(massive hit on performance if turned up really high even on killer graphics cards). Give us PC gamers something different to what others don’t have. I have my doubts that the next crysis game will be as a leap forward, as, we saw from Far cry 1 —–>Crysis.
#4 by n00bular - September 12th, 2009 at 05:03
@n00bular,
I wish to support PC gaming as long as I can.But you know maybe you should tell Microsoft, stop milking xbox and support PC. The two systems are becoming virtually the same, its no wonder why consoles market continues to dictate how every other platform games. Give us more games that use direct X11 and add more features and for heaven’s sake please make your current hardware LAST and support upcoming direct X11 features if you truly want to do something about PC.
#5 by Brian - September 24th, 2009 at 07:17
@n00bular,
Tessellation isn’t the only thing DX11 brings. Not to mention that DX11 is just one feature of the new 5800s (the only DX11 cards) so saying ‘Direct X11 cards are one big hype’ is untrue when they’re also the fastest cards around for DX9 and DX10 games, not to mention GPGPU applications.
#6 by Andy - September 10th, 2009 at 10:57
bit-tech has an 8-page article with some more in-depth details on DX 11. I spent some time reading it yesterday and I’m pretty stoked. It definitely puts ATI in a good light!
http://www.bit-tech.net/bits/2008/09/17/directx-11-a-look-at-what-s-coming/
#7 by Ian McNaughton - September 10th, 2009 at 16:52
Thanks Andy – Great article by Tim, I linked to it in my blog.
#8 by Adrien Kwok - September 10th, 2009 at 17:11
So you’re telling me it won’t take advantage of the tessellation function on my DX10.1 ATi GPU?
#9 by angrysasquatch - September 10th, 2009 at 18:56
Do you have any proof on Call of Pripyat supporting DX11? I’ve been looking for it everywhere before I saw this, and haven’t found anything. It would be awesome if this were the case, for sure.
#10 by Manuel Herrera - September 10th, 2009 at 20:06
Well, lets hope this actually yields performance benefits…
every capcom game that has come out runs faster under DX9 than DX10 on my 4870×2, and has no compatibility issues under 9.
Now, about eyefinity… this thing has the potential to bring IMAX resolution to the home, you guys have to develop software to blend digital projectors!
you could aim 6 different projectors to the same screen and blend them to get an amazingly high resolution screen with out having to worry about bezels, it would just be a really clean image.
the potential for this is amazing, you guys should really consider adding support for this.
#11 by Ali - September 12th, 2009 at 02:14
Thats really good futures for tommorow games but!, does this technology compatible with previous GPUs ? many ppl has dual or more GPUs like directx 9 & 10, so should i changed my cards with new hardware or its works compatible with Directx 11?!.
#12 by Andrew bennet - September 12th, 2009 at 07:20
Good going. My comments about how you do business was valid. Maybe, you should actually interview a “TRUE” PC gamer rather than, make guessing games.
#13 by Zinger - September 12th, 2009 at 11:46
Regarding your comment “With only one core issuing commands to a GPU, we have seen CPUs hold back the potential performance of the GPU.” With DX11 multithreading support you still only have one thread issuing commands to the GPU, but use other threads to build up those commands. You are reducing the overall CPU overhead which helps in those cases where you are not feeding the GPU fast enough to keep it busy (CPU bound).
Another cool feature of DX11 is it allows you to take advantage of its multithreading feature on DX10 based hardware if drivers decide to expose this. A subset of the compute shader features can also be exposed on DX10 hardware but is not as interesting.
Your comment “Simply put, the CPU manages tasks sequentially”. This is not true. We have very complex CPU cores that can do out of order operations, super-scaler, and even have 4-wide SIMD instructions. You also have multitasking operating systems built on top of these CPUs. Otherwise, you are right in that CPUs don’t come close to matching the kind of parallelism you have with GPUs.
“Today’s GPUs can work at speeds up to 1.36 TeraFLOPS” I just took a look on newegg and saw they are selling a 4890 clocked at 1ghz which means it has a theoretical of up to 1.6 teraflops (assuming a compiler can schedule 5 non-dependent scalar operations every instruction).
Anyway, I am definitely looking forward to the new AMD DX11 GPUs and will certainly buy one! Not sure what I would do with Eyefinity though but will think of something. Maybe I will become a day trader!
#14 by John - September 12th, 2009 at 12:42
It’s all fine and I’m excited about DX11, but seriously – when will we see PC EXCLUSIVE games that take advantage of PC hardware?
The platform gets mostly multiplatform releases when it comes to high profile games, an average Joe has no reason to get a new graphics card/upgrade OS if he can buy the same game for a console.
PC exclusive games make people buy better hardware, multiplatform games with DX11 support do not and will not.
Members of PC Gaming Alliance should start funding PC-only titles, for their own benefit.
#15 by SocketMan - September 12th, 2009 at 19:33
Can you talk more about CrossfireX and DX11 hardware please?
Will there be any substantial increases
in performance for applications such as Folding
at home, as well as the games (like ARMA2)?
I have 3×4850;|3870+3850 in CF,as well as
a single 4890 all (running AMD’s 45nm CPU’s) and really looking forward to the 5xxx family.
Will there be any substantial increases
in performance for application such as Folding
at home? I realize a lot depends on the Stanford
to optimize (their software client side),but now that
we’ll have OpenCL things should look better.
#16 by SocketMan - September 12th, 2009 at 19:36
My bad got a duplicate paragraph in there.^^
#17 by Technogiant - September 13th, 2009 at 01:06
Interesting article and I’m looking forward to DX11.
Only fly in the ointment is the console market….most games are developed primarily for the consoles which use DX9 and ported to the pc more as an after thought. Just hope that wont mean that DX11 isn’t as widely adopted as us pc gamers want it to be.
#18 by illuminati - September 13th, 2009 at 20:30
prepare your budget .. to get our new dx11 cards!!!
we will consume your wallet baby !!
#19 by szlevi - September 14th, 2009 at 16:38
On Facebook Call of Pripyat (Gone gold today!) DENIES being DX11 – who’s got it right, Ian?
#20 by intel352 - September 20th, 2009 at 10:37
According to the Call of Pripyat requirements page, looks like it’ll support at least DX 8 & 9.
iirc, Stalker Clear Skies supported DX10 additionally, which allowed nice improvements in the game, so I wouldn’t be surprised to see support for DX11 whether on release or in a patch.
http://cop.stalker-game.com/?page=requirements
#21 by 3d tutorials - September 21st, 2009 at 05:41
The features offered by windows 7 are really nice. I was not intended to change before reading this thread. But after reading it I am thinking let’s have a change.
#22 by BENCHMARKER - September 23rd, 2009 at 09:04
hello Ian,
I own a HD 4890 so will I get any benefit from DX11?? Moreover what are the in game features which I wont be able to experience on my 4890 which I could have enjoyed in a HD 5xxx series card
#23 by phil - September 23rd, 2009 at 15:35
Hi guys,
just got a system with a 4870×2 in quadfire ..runs games GREAT!
how will this 5870 or the higher end 5800 card compare to 2 4870×2’s? I know the 4870×2 will probably not be as fast but from what ive read in the forums, the perf of the 4870×2 wont be THAT far behind due to the 12 gpu’s
also does anyone know what the pricing will be for getting two of these maybe during christmas?
thank you
#24 by genetix - October 3rd, 2009 at 05:44
DirectX 11 for Vista.. ;O
http://i35.tinypic.com/m8jjfo.png
http://i33.tinypic.com/2ni36fn.png
^ Thanks MS for early update..
http://www.microsoft.com/downloads/details.aspx?FamilyId=081c218f-c845-47d1-b124-71f80bf21638&displaylang=en
#25 by mark` - October 9th, 2009 at 10:08
does DX11 Tessellation work on older cards?
or do you need to use OpenGL to take advantage of cards Tessellation?
#26 by mark` - October 9th, 2009 at 10:09
if it doesn’t work on the 38xx/48xx it’s a pretty pointless feature in dx11, as it does function in OpenGL.
#27 by Daniel Brazil - October 15th, 2009 at 10:06
hello!! all good? it would like to thank to the team of programming of drivers catalyst, in my computer, I carried through tests of performance with the game need for speed shift, and it really improved very, with my HD 4770 (excelent) , the game is not with the lesser tax of fps that value 40, excellent work in 8.66 version 091006a, I wait that in the final version of driver catalyst, the performance is well better. debtor for the attention!
#28 by alex - October 28th, 2009 at 13:41
QUE PUEDA USARLO EN MI WINDOWS XP.