Microsoft release August 2007 DirectX SDK

Wednesday 01st August 2007, 11:11:00 AM, written by Rys

Microsoft released the August 2007 DirectX SDK revision on Monday, bringing with it a technology preview of Direct3D 10.1, an update to the release schedule for future SDKs and a beta of XAudio2, among other juicy morsels.

The D3D 10.1 Tech Preview lets developers start to look at what's coming in the next revision of the 3D component of DirectX, which will be supported by certain hardware implementations this year.

New features mentioned for D3D 10.1 include an update to the core shader model (to 4.1), the ability to get MSAA sample positions and choose a sample pattern for any given resource (two key updates which shouldn't be glossed over in terms of what that means for hardware implementations), support for rendering to block-compressed textures, more flexibility when copying resources and blending for snorm and unorm surface formats.

XAudio2 is a cross-platform audio API (Windows and Xbox 360) based on that already provided for the 360's version of DirectX and destined to be the replacement for DirectSound. It's a full software stack with no concept of hardware acceleration, and it's designed to be efficiently multi-threaded and run well on multi-core PC platforms.

The release schedule for the SDK is changing, too, Microsoft moving away from bi-monthly releases to a different four-yearly schedule. November 07, March 08, June 08 and August 08 are the next four months to see an SDK release for DirectX.

You can find the rest of the goodies in the SDK documentation itself. Either visit the DirectX Resource Center for more information, or hit the download page for the SDK directly.



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Tagging

directx ± august, sdk, 2007, d3d, 10.1


Latest Thread Comments (26 total)
Posted by Silent_Buddha on Thursday, 02-Aug-07 12:53:11 UTC
Quote
* The ability to select the MSAA sample pattern for a resource from a palette of patterns, and retrieve the corresponding sample positions.
That is the one feature there that has me the most excited. Now if only developers will support this. Although I'm assuming that there will be significant pressure from Nvidia for developers not to support this as I'm assuming it will by-pass their hardware AA and do the custom AA through shaders? Similar to what was done in the CoJ DX10 Demo?

The new sound system also sounds interesting. It's about time sound joined 3D in the present rather than being stuck with the limitations of the past.

Regards,
SB

Posted by Sc4freak on Friday, 03-Aug-07 10:24:13 UTC
Quote
The release schedule for the SDK is changing, too, Microsoft moving away from bi-monthly releases to a different four-yearly schedule. November 07, March 08, June 08 and August 08 are the next four months to see an SDK release for DirectX.
From 2 months to 4 years !? Wow, Microsoft must be getting lazy. :lol:

Posted by Demirug on Friday, 03-Aug-07 10:36:40 UTC
Quoting Sc4freak
From 2 months to 4 years !? Wow, Microsoft must be getting lazy. :lol:
I am not a native speaker but doesn’t “four-yearly” stand for “every three months”?

Posted by BRiT on Friday, 03-Aug-07 14:04:04 UTC
"Quarterly"

Posted by digiJack XAudio2 ist Jack! on Sunday, 26-Aug-07 20:01:52 UTC
da thing I like about XAudio 2 is its sheer simplicity and straightforward concepts, well I may go far as to say it takes the piss out of all the other API's.

The concept of a queue of buffers is brilliant in its inception and even execution.

I dont know why I am so pleased, sure it took only 2 days to integrate with my original software, much better than wrestling with that monstrosity DXsound. Sure microsoft have big ideas to help you guys out especially for multi-chan 3D op but I just want easy connect to DACs and ADCs and it does that in a clean and simple hand holding way. Its cool y'All.

Finally some feedback goodies from Xbox to the parent.

check ya later dudes after I quit Jackin in multi-chan nirvana!!!!!!

Posted by JHoxley on Tuesday, 04-Sep-07 09:43:33 UTC
When chatting with the MS people behind XA2 they had a lot of data/reasoning to suggest that hardware accelerated audio wasn't actually that important. Apparently a lot of vendors were implementing a lot of their techniques like EAX in part (or in total) in the driver - and that the hardware did relatively little of the hard work. Apparently a big part of the soundcard business model was just licensing the use of their patents in audio effects/processing rather than the way that these were actually implemented.

I forget all the finer details now, but it seemed like pretty reasonable justification to me at the time!

Quote
Now if only developers will support this. Although I'm assuming that there will be significant pressure from Nvidia for developers not to support this as I'm assuming it will by-pass their hardware AA and do the custom AA through shaders?
There are only a few entries in the spec-defined palette that are mandatory requirements for 10.1, so I'd imagine there'll still be emphasis on the IHV-specific formats. It just gives developers a nice "lowest common denominator" to work with.

I see no indication that these fixed AA patterns are not fully hardware implemented the same as any other MSAA pattern you've seen...

Cheers,
Jack

Posted by Davros on Wednesday, 05-Sep-07 01:29:57 UTC
Can someone tell me what effects XA2 supports
positional audio (can you place a sound in 3d space x y z) ?
reverb ?
occlusion and obstruction?
sounds altered based on room size and geometry ?
htrf + crosstalk cancelation ?
velocity dependant dopler ?

Posted by purpledog on Wednesday, 05-Sep-07 14:51:29 UTC
Quote
*Last Release of the DirectX SDK That Will Contain* ....This is the final release of the DirectX SDK that will contain the following components: * Direct3D8 and all of the earlier versions * Direct3D RM * DirectAnimation * DirectMusic * DirectInput7 and all of the earlier versions * DirectPlay * DirectPlayVoice * DirectX8-era HRESULT conversion routines ** Managed DirectX samples and documentation*
No more c# api for directx... Weird...Apparently all the c# stuff are moving to XNA. I'mnot sure I get the logic of such choices...

Posted by JHoxley on Wednesday, 05-Sep-07 19:53:07 UTC
There is no more Managed DirectX and for the foreseeable future there won't be any updates or new releases.

Best look into the community wrappers if you want to use the 'pure' API in the managed world rather than go down the XNA route.

Jack

Posted by Demirug on Thursday, 06-Sep-07 06:00:18 UTC
Quoting purpledog
No more c# api for directx... Weird...
Apparently all the c# stuff are moving to XNA. I'mnot sure I get the logic of such choices...
The number of MDX users was never very large and most of these people seem happy with the XNA framework now. In its second iteration it still has unsupported corners and some of them will never be filled (like fixed function vertex and pixel processing).

As Jack already said if you need more direct access to the raw metal but don’t want to use C++ there are two community wrappers or you can write your own.


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