Microsoft on the future of DirectX

Microsoft just released their GDC 2007 presentations,
with information on subjects such as XACT Audio, Direct3D10's basics
and materials, LIVE on Windows, and tons more. What might be even more
interesting to Beyond3D readers, however, is the first presentation on
the list: "The Future of DirectX".
The first topic covered is DirectX 10.1 which, as previously thought, seems like a minor and logical evolution of DirectX 10.0; the new features include per-MRT blending modes, better MSAA control, Cube map arrays, more VS input/output attributes, and improved precision requirements. All in all, nothing revolutionary, but perhaps still some goodies very useful in specific scenarios. And while there's nothing really new there (except the 'center' interpolation mode for micropolygons?), it's nice to know some features such as programmable MSAA sample positions have made the cut.
Besides that, the vast majority of the presentation focuses on what we should expect beyond DirectX 10.1, including tesselation, order-independent transparency, better texture compression, new GPGPU features and more. As they say, a picture can say a thousand words, so hopefully three pictures can say more than that. If you're inclined to read more about it, the full presentation is obviously available at the above link.
The first topic covered is DirectX 10.1 which, as previously thought, seems like a minor and logical evolution of DirectX 10.0; the new features include per-MRT blending modes, better MSAA control, Cube map arrays, more VS input/output attributes, and improved precision requirements. All in all, nothing revolutionary, but perhaps still some goodies very useful in specific scenarios. And while there's nothing really new there (except the 'center' interpolation mode for micropolygons?), it's nice to know some features such as programmable MSAA sample positions have made the cut.
Besides that, the vast majority of the presentation focuses on what we should expect beyond DirectX 10.1, including tesselation, order-independent transparency, better texture compression, new GPGPU features and more. As they say, a picture can say a thousand words, so hopefully three pictures can say more than that. If you're inclined to read more about it, the full presentation is obviously available at the above link.
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