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	<title>AMD at Play &#187; Richard Huddy</title>
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	<link>http://blogs.amd.com/play</link>
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		<title>Why we should get excited about DirectX 11</title>
		<link>http://blogs.amd.com/play/2009/06/02/why-we-should-get-excited-about-directx-11/</link>
		<comments>http://blogs.amd.com/play/2009/06/02/why-we-should-get-excited-about-directx-11/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 00:33:33 +0000</pubDate>
		<dc:creator>Richard Huddy</dc:creator>
				<category><![CDATA[Richard Huddy]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[ATI Radeon]]></category>
		<category><![CDATA[Compute Shader]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[DirectX 11]]></category>
		<category><![CDATA[Tessellation]]></category>
		<category><![CDATA[Windows 7]]></category>

		<guid isPermaLink="false">http://blogs.amd.com/play/?p=444</guid>
		<description><![CDATA[With DirectX 11 just around the corner there are a lot of reasons for gamers and developers to be excited. Offering a dazzling array of new toys DirectX 11, in combination with new graphics hardware, and in some cases Windows 7, brings significant changes to the computing experience - upcoming games and other applications are about to get a lot better.
]]></description>
			<content:encoded><![CDATA[<p>As an admitted gaming technology geek, it&#8217;s hard not to get excited about the advancements in game technology.  As many of you know, DirectX 11 is just around the corner, offering a dazzling array of new toys for game developers and people like me to play with.  But as excited as the developer in me is about DirectX 11, I&#8217;m even more excited as a gamer, and you should be too.  That&#8217;s because DirectX 11, in combination with new graphics hardware, and in some cases Windows 7, brings significant changes to the computing experience, changes that mean upcoming games and other applications are about to get a lot better.  Let me explain how.</p>
<p>Microsoft, and those of us in the graphics business, have been openly talking about DirectX 11 for around a year now &#8211; in fact, to be honest we&#8217;ve been talking about it since even <em><span style="text-decoration: underline;">before</span></em> Windows Vista shipped at the very end of 2006!  It takes a long time to put together a new version of DirectX and there are often tough decisions about what to leave out while finalizing any one version.  So we often agree that the parts which are being left out in the &#8216;current&#8217; version will find their way into the next version. </p>
<p>So let&#8217;s take a good look at what&#8217;s in DirectX 11.  I&#8217;m not going to go into painful technical detail; instead, I will try to look at the consequences of those technical details.  One important note, unlike DirectX 10, DirectX 11 isn&#8217;t tied to Windows 7, so those of you sporting a Windows Vista system will get to reap the rewards as well.</p>
<p>There are three main areas of impact in DirectX 11:</p>
<p style="padding-left: 30px;"><strong>1.  A beast called the tessellator</strong> has been added which enables games developers to create smoother, less blocky and more organic looking objects in games. This is the change you&#8217;ll probably be most aware of. And it&#8217;ll show up when you look at the silhouettes of hills and mountains or the profiles of characters in games. Where artists previously had to trade off quality for performance, now artists will have the freedom to create naturalistic scenery. We&#8217;ve gotten used to seeing strangely blocky ears and noses on our opponents. But the new generation of games should allow those opponents to scare the heck out of us instead. The tessellator represents a natural next step in gaming hardware (in fact the Xbox 360 graphics chip that AMD designed already has a tessellator, and AMD graphics hardware has featured tessellator technology starting with the ATI Radeon<sup>TM</sup> HD 2000 series right up to the latest ATI Radeon<sup>TM</sup> HD 4000 series cards today).</p>
<p> <img class="aligncenter size-full wp-image-458" src="http://blogs.amd.com/play/wp-content/uploads/2009/06/ninjatessellationdemo_smaller1.jpg" alt="ninjatessellationdemo_smaller1" width="600" height="450" /></p>
<p><em>[An example of tessellation giving characters more definition.]</em></p>
<p style="padding-left: 30px;"><strong>2.  </strong>Games programmers will also be given <strong>a radically new way to program for AMD graphics chips</strong>. The second new beast in the menagerie is the excitingly named &#8220;Compute Shader&#8221;. It allows games programmers to treat the GPU in a much less graphics-oriented way; <strong>indeed, they can almost treat it like a highly parallel CPU</strong>. [The buzzword for this is "GPGPU" , see <a href="http://blogs.amd.com/play/2008/11/05/the-gpgpu-chronicles/">http://blogs.amd.com/play/2008/11/05/the-gpgpu-chronicles/</a> for details.]</p>
<p style="padding-left: 30px;">Up until DirectX 10.1 a graphics programmer always had to think in terms of triangles &#8211; but the compute shader changes that and allows the programmer a much freer expression of their thoughts.  If you try to solve a problem of artificial intelligence or physics, you probably don&#8217;t think the problem through in terms of triangles.  So the compute shader is a more natural way for the programmer to approach his or her task.  On top of that it allows access to some of the features that would otherwise have been hidden away inside our present and future chips and for that reason it will often allow significantly more efficient implementations than heretofore (that means &#8220;higher frame rates&#8221; to you and me <img src='http://blogs.amd.com/play/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> ).</p>
<p style="padding-left: 30px;"><strong>3.  </strong>DirectX has been sliced and diced and the internals redesigned to ensure that <strong>it is much more efficient at using the horsepower present in multiple CPU cores</strong>. This will be a huge win on chips like our AMD Phenom<sup>TM</sup> II quad and triple core processors [<a href="http://www.amd.com/gb-uk/Processors/ProductInformation/0,,30_118_15331_15332,00.html">http://www.amd.com/gb-uk/Processors/ProductInformation/0,,30_118_15331_15332,00.html</a>] and it will provide the opportunity for both higher frame rates and games which are more realistic, because they contain dramatically more detail.</p>
<p>There are numerous other, less important changes aimed to make the games programmer&#8217;s tasks easier.  Some so small that you&#8217;d have to be a games programmer to care, some (like improved texture compression) are big enough to help out significantly with performance in corner cases.</p>
<p>Quite often you get to hear rather bland but optimistic statements about the future versions of DirectX.  &#8220;It&#8217;ll be faster and better&#8221; &#8211; but you don&#8217;t get to hear much in the way of substantial justification.</p>
<p>This time around I hope it&#8217;s abundantly clear &#8211; I predict that:</p>
<ul>
<li>We&#8217;ll see higher frame rates because the way DirectX 11 uses CPUs will be more efficient.</li>
<li>We&#8217;ll see higher frame rates because games developers will be able to use our GPUs more like CPUs.</li>
<li>We&#8217;ll see smoother, more realistic characters and more realistic terrain as we move away from blocky polygonal representations to the kind that are used in movies.</li>
<li>And a side-benefit, that will help PC gaming generally, is that the new version is easier to use, so it will help to keep game development costs down.</li>
</ul>
<p>On top of that there&#8217;s something worth mentioning here about the evolution of computer graphics.  <strong>Every generation of DirectX has been designed to be an improvement upon the previous generation.</strong>  We always make a point of including all the old functionality (so that you can run any of your existing games).  This time is no exception; the nearest thing to DirectX11 is DirectX10.1.  And it won&#8217;t come as a surprise to anyone that I can&#8217;t resist mentioning that this means that owners of ATI Radeon<sup>TM</sup> HD 4000 series graphics have a distinct advantage, since AMD is the only major supplier of graphics chips that supports DirectX 10.1 <a href="http://ati.amd.com/products/Radeonhd4800/index.html">http://ati.amd.com/products/Radeonhd4800/index.html</a> .  DirectX 10.1 is the closest you can get to DirectX 11 until Windows 7 ships.</p>
<p>When it does ship though, get ready for a significantly improved gaming experience thanks to the combination of DirectX 11 features enabled by phenomenal new DirectX 11 hardware from AMD.</p>
<p><img class="alignleft size-full wp-image-443" src="http://blogs.amd.com/play/wp-content/uploads/2009/06/richardh.jpg" alt="Richard Huddy, Sr. Manager Developer Relations, AMD" width="114" height="160" /></p>
<p><strong><em>Richard Huddy is Sr. Manager Developer Relations at AMD</em></strong>. His postings are his own opinions and may not represent AMD&#8217;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.</p>
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		<title>DirectX 10.1 and all that&#8230;</title>
		<link>http://blogs.amd.com/play/2008/11/10/directx-101-and-all-that/</link>
		<comments>http://blogs.amd.com/play/2008/11/10/directx-101-and-all-that/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 18:27:00 +0000</pubDate>
		<dc:creator>Richard Huddy</dc:creator>
				<category><![CDATA[Featured Bloggers]]></category>
		<category><![CDATA[Richard Huddy]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[DirectX 10.1]]></category>

		<guid isPermaLink="false">/play/archive/2008/11/10/directx-10-1-and-all-that.aspx</guid>
		<description><![CDATA[

Sometimes I just think people should be over-whelmed by all the goodness in the ATI Radeon™ HD 4000 series. 
In it, we have:


DirectX 10.1 
Horsepower that crushes the competition 
Astonishing value for the money

&#8230;but I guess not everyone understands what DirectX 10.1 is yet and why it&#8217;s such a big deal. So, let&#8217;s take a [...]]]></description>
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<div class="ExternalClassBD94420736594964938267F2E4AB54A8">
<p class="ExternalClassF9BE731350054B6891819ECFB1B7840F">Sometimes I just think people should be over-whelmed by all the goodness in the ATI Radeon™ HD 4000 series. </p>
<p class="ExternalClassF9BE731350054B6891819ECFB1B7840F"><strong>In it, we have:</strong></p>
<div class="ExternalClassF9BE731350054B6891819ECFB1B7840F">
<ul>
<li><a href="http://en.wikipedia.org/wiki/Directx_10.1">DirectX 10.1</a> </li>
<li>Horsepower that crushes the competition </li>
<li>Astonishing value for the money</li>
</ul></div>
<p>&#8230;but I guess not everyone understands what DirectX 10.1 is yet and <strong>why it&#8217;s</strong> <strong>such a big deal</strong>. So, let&#8217;s take a closer look at DirectX 10.1. </p>
<p><strong>What does it bring?</strong></p>
<p>Well, it’s a <strong>pure industry standard</strong> – that’s the first thing. And why does that matter? Well, with industry standards, the gaming ecosystem is in good shape and moves forward in a consensual way. Having a standard way of asking for features means game developers know what’s what and can target the important different levels (important different levels? Not sure what you mean) of hardware. DirectX 10.1 has everything that DirectX 10 has and more. It offers a handy list of technical features which typically allow games to run faster and look better than under DirectX 10. It often means gamers get both at once.</p>
<p>On top of that, <strong>it&#8217;s the way of the future</strong> – at least it would appear that way for the next five years or so. DirectX 10 and DirectX 10.1 are both required features for DirectX 11. That means that all DirectX 11 hardware has to support DirectX 10.1. <strong>It&#8217;s not optional</strong> – it’s required. So industry players can say what they like, but everyone knows that sooner or later they&#8217;ll have to support DirectX 10.1. And that’s important because it means that they too will have a reason to want games ported to what is now the most modern of graphics APIs&#8230;</p>
<p>We know from looking at games that DirectX 10.1 has the power to make games run faster and make them look better. <strong><a href="http://rage3d.com/articles/assassinscreed/index.php?p=3">Assassin’s Creed ran an astonishing 25% faster when it used DirectX 10.1</a></strong> and while I can&#8217;t claim that this will always be the case, it certainly points to a very significant technical advantage.</p>
<p>Last week, two more pieces of PC software arrived which show the power of DirectX 10.1:</p>
<ol>
<li><strong>There’s a very pretty little demo from a game engine company called <a href="http://www.unigine.com/" target="_blank">Unigine</a></strong>. It uses DirectX 10.1 to improve the quality of its imagery quite dramatically. It does so by anti-aliasing foliage. What used to look like a twinkling sparkly mess of plant life now suddenly becomes graphically pure and smooth. The difference is quite extraordinary – and very welcome. <strong>Unigine’s CEO, Denis Shergin, said simply,</strong> <em>&quot;That’s given us our first ever chance to get perfect anti-aliasing on foliage, something which has been on our wish list for far too long.&quot;</em> <a title="Unigine" href="http://blogs.amd.com/play/wp-content/uploads/Play/Tropics.jpg">Check out this screenshot</a>.</li>
</ol>
<p>   <img style="margin:10px 0px 10px 10px" src="http://blogs.amd.com/play/wp-content/uploads/Play/STALKER_Box.jpg" align="right">
<p><strong></strong></p>
<ol>
<li><strong>And there’s an important game update that arrived this week too</strong>. <a href="http://en.wikipedia.org/wiki/S.T.A.L.K.E.R._Clear_Sky">S.T.A.L.K.E.R. Clear Sky</a> has been  updated to use DirectX 10.1 and it makes quite a difference! The patched game runs faster using DirectX 10.1 than it does when using DirectX 10, and this version also looks better than ever before. It has softer more realistic shadows. It too has near perfect foliage, all of which gives it a realism rarely found in games. The new patch is available to all players of the game, and we’ve worked hard with GSC Game World to make sure that all gamers get the best experience possible, but the finest improvements have been possible only on DirectX 10.1 hardware.</li>
</ol>
<p>The difference is striking, and like the first introduction of anti-aliasing, it’s most obvious when the scenery is moving in subtle ways. As players, that’s when we tend to be most critical of image quality. On top of that, the additional quality will give a tangible advantage to gamers using AMD’s ATI Radeon™ HD 4000 series – because in my opinion, AMD hardware is the only hardware which is able to truly realize the game designer’s original vision. It’s not that we’re giving an &quot;unfair&quot; advantage &#8211; it’s just that games played on AMD hardware just look great. Gaming on AMD hardware will often mean you can pick out your enemies more easily and sooner that you can on alternative hardware. <strong>Superior image quality represents a fair advantage.</strong></p>
<p>Plus having higher frame rates is always good news. Play at 20 frames a second against someone gaming at 30 fps and you’ll soon see what I mean &#8211; though the differences don’t have to be that large to be significant. Higher frame rates represent a fair advantage. DirectX 10.1 typically gives higher frame rates than DirectX 10, and the 10% speed up that we’ve seen represents a significant advantage for users of AMD&#8217;s ATI Radeon™ HD 3000 series and ATI Radeon HD 4000 series.</p>
<p>The S.T.A.L.K.E.R. Clear Sky patch represents another step in the development of game technology towards perfect image quality – and I’m proud to have been involved in the team that made it happen. Kudos to Holger, Nick, Jon and Eric all from AMD who helped make it happen! And kudos to Igor and the others from GSC Game World for producing the first ever PC &quot;Deferred rendered game to fully support anti-aliasing.&quot; These are amazing achievements for a game which had already won Voodoo Extreme’s <a href="http://ve3d.ign.com/articles/features/40372/2008-E3-Awards">&quot;Best of E3 2008&quot;</a> awards for best graphics!</p>
<p>I started this blog with a question, <strong>&quot;What does DirectX 10.1 bring?&quot;</strong> I hope the answer is clear:</p>
<ul>
<li><strong>It</strong> <strong>brings games players closer to reality</strong> </li>
<li><strong>It brings faster, prettier graphics</strong> </li>
<li><strong>It brings realism to life</strong></li>
</ul>
<p>It&#8217;s no wonder I love my job! Take a close look at the <a href="http://ati.amd.com/products/Radeonhd4800/index.html">ATI Radeon™ HD 4870</a> to understand why&#8230;</p>
<p><i><strong><img style="margin:5px 15px 0px 0px" src="http://blogs.amd.com/play/wp-content/uploads/Play/richard_huddy_ati.jpg" align="left"> Richard Huddy is the Worldwide Developer Relations Manager at AMD</strong> and an evangelist for graphics and gaming.  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.</i></p>
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