Microsoft offers downgrade from Vista to XP September 22, 2007
Posted by metalickl in Software Insights, Software Insights@Windows Vista.add a comment
It’s no shock that Windows Vista isn’t, shall we say, universally loved, and it’s also unsurprising that a plethora of businesses have voiced their preference to keep on runnin’ their operations on Windows XP. Presumably in response, Microsoft is “quietly allowing PC makers to offer a downgrade option to buyers that get machines with the new operating system but want to switch to Windows XP,” but the program only applies to Vista Business and Ultimate editions. The likes of Fujitsu, HP, Lenovo and Dell all have processes in place to ensure that customers have the ability to downgrade if they so choose, and while some firms are still selling their PCs with XP pre-installed, debates are already swirling around how long that tactic can remain in place.
Vista Compatiable Graphic Cards May 19, 2007
Posted by metalickl in Hardware Insights, Software Insights@Windows Vista.add a comment
ATI GPU’s
Desktop:
ATI Radeon® HD 2900 Series (Support Directx 10)
ATI Radeon® HD 2600 Series (Support DirectX 10)
ATI Radeon® HD 2400 Series (Support DirectX 10)
ATI Radeon® X1950 Series
ATI Radeon® X1900 Series
ATI Radeon® X1800 Series
ATI Radeon® X1600 Series
ATI Radeon® X1300 Series
ATI Radeon® X850 Series
ATI Radeon® X800 Series
ATI Radeon® X700 Series
ATI Radeon® X600 Series
ATI Radeon® X550 Series
ATI Radeon® X300 Series
ATI Radeon® 9800 Series
ATI Radeon® 9700 Series
ATI Radeon® 9600 Series
ATI Radeon® 9550 Series
ATI Radeon® 9500 Series
Multimedia:
ATI All-in-Wonder® X1900 Series
ATI All-in-Wonder® X1800 Series
ATI All-in-Wonder® 2006 Edition
ATI All-in-Wonder® X800 Series
ATI All-in-Wonder® X600 Series
ATI Theater 550 PRO
ATI TV Wonder Elite
ATI All-in-Wonder® 9800 Series
ATI All-in-Wonder® 9600 Series
Mobile:
ATI Mobility Radeon® HD 2600 XT Series (Support DirectX 10)
ATI Mobility Radeon® HD 2600 Series (Support DirectX 10)
ATI Mobility Radeon® HD 2400 XT Series (Support DirectX 10)
ATI Mobility Radeon® HD 2400 Series (Support DirectX 10)
ATI Mobility Radeon® HD 2300 Series
ATI Radeon® Xpress 200M
ATI Mobility Radeon® X1800 Series
ATI Mobility Radeon® X1600 Series
ATI Mobility Radeon® X1400 Series
ATI Mobility Radeon® X1300 Series
ATI Mobility Radeon® X800 Series
ATI Mobility Radeon® X700 Series
ATI Mobility Radeon® X600 Series
ATI Mobility Radeon® X300 Series
ATI Mobility Radeon® 9800 Series
ATI Mobility Radeon® 9700 Series
ATI Mobility Radeon® 9600 Series
ATI Mobility Radeon® 9500 Series
ATI Mobility FireGL V5200
ATI Mobility FireGL V5000
ATI Mobility FireGL V3200
ATI Mobility FireGL V3100
Workstation:
ATI FireMV 2200 PCIE
ATI FireMV 2400 PCIE
ATI FireGL V7350
ATI FireGL V7300
ATI FireGL V7100
ATI FireGL V5100
ATI FireGL V5000
ATI FireGL V3200
ATI FireGL V3100E
ATI FireMV 2200 PCIE
ATI FireMV 2400 PCIE
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NVIDIA GPU’s
Desktop:
GeForce 8800 GPUs (Support DirectX 10)
GeForce 8600 GPUs (Support DirectX 10)
GeForce 8500 GPUs (Support DirectX 10)
GeForce 7900 GPUs
GeForce 7800 GPUs
GeForce 7600 GPUs
GeForce 7300 GPUs
GeForce 6800 GPUs
GeForce 6600 GPUs
GeForce 6500 GPUs
GeForce 6200 GPUs
GeForce 6100/6150 GPUs
GeForce FX 5900 GPUs
GeForce FX 5700 GPUs
GeForce FX 5600 GPUs
GeForce FX 5500 GPUs
GeForce FX 5200 GPUs
GeForce PCX GPUs
Quadro NVS 440 GPUs (Support DirectX 10)
Quadro NVS 285 GPUs (Support DirectX 10)
Quadro NVS 280 GPUs
Mobile:
GeForce Go 7900 GPUs
GeForce Go 7800 GPUs
GeForce Go 7600 GPUs
GeForce Go 7400 GPUs
GeForce Go 7300 GPUs
GeForce Go 7200 GPUs
GeForce Go 6800 GPUs
GeForce Go 6600 GPUs
GeForce Go 6400 GPUs
GeForce Go 6200 GPUs
GeForce Go 6100/6150 GPUs
GeForce FX Go5700 GPUs
GeForce FX Go5650 GPUs
GeForce FX Go5600 GPUs
GeForce FX Go5200 GPUs
GeForce FX Go5100 GPUs
Quadro NVS 300M GPUs (Support DirectX 10)
Quadro NVS 120M GPUs (Support DirectX 10)
Quadro NVS 110M GPUs
Workstation:
Quadro FX 5500 GPUs
Quadro FX 4500 GPUs
Quadro FX 4400 GPUs
Quadro FX 4500 SDI GPUs
Quadro FX 4000 SDI GPUs
Quadro FX 4000 GPUs
Quadro FX 3500 GPUs
Quadro FX 3450 GPUs
Quadro FX 3400 GPUs
Quadro FX 3000G GPUs
Quadro FX 3000 GPUs
Quadro FX 2000 GPUs
Quadro FX 1500 GPUs
Quadro FX 1400 GPUs
Quadro FX 1300 GPUs
Quadro FX 1100 GPUs
Quadro FX 1000 GPUs
Quadro FX 600/700 GPUs
Quadro FX 540 GPUs
Quadro FX 500/540/550/560 GPUs
Quadro FX 330/350 GPUs
Quadro FX 2500M GPUs
Quadro FX 1500M GPUs
Quadro FX 350M GPUs
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Intel IGP’s
Desktop:
Intel Graphics Media Accelerator 950
Intel 945G Express Chipset
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S3 Graphics IGP’s
Desktop:
S3 Graphics Chrome S27
S3 Graphics Chrome S25
S3 Graphics GammaChrome
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VIA IGP’s
Desktop:
VIA K8M890
Mobile:
VIA K8N890
————————–2007, E-insight
Chinese Hackers Crack Vista through OEM simulation May 19, 2007
Posted by metalickl in Software Insights@Windows Vista.add a comment
A product manager from MS have just confirmed there has been cases where hackers were able to break the Vista’s user security activation by making the machine an OEM. The vulnerability of Vista began to show when Vista Loader 2.0 was introduced last week, as an enhanced version of Vista Loader 1.0 which was devised by chinese hackers. (from cnet.)
below from Windows Geniuine Advantage blog. by alexkoc
Reported OEM BIOS Hacks
I know many of you are aware of reports of hacks that attempt to exploit our OEM BIOS based activation. We’re aware of this type of hack and I wanted to take a minute to describe how these work and how we plan to respond.First, what is OEM BIOS based activation?
Here’s a little more information on how OEM BIOS based activation works. This form of product activation is also known as OEM Activation or just OA… Back at the launch of Windows XP when Microsoft introduced Windows Product Activation, we recognized that as easy as end-user activation is, it still represented an extra step. In an effort to reduce the impact of even that extra step but maintain the overall effectiveness of product activation, Microsoft worked with OEMs to develop an implementation that would work best for them and their customers while keeping the goals of product activation clearly in focus. As we looked to develop a solution, it was important to ensure that product activation technology could still deliver an acceptable degree of protection, while at the same time, reduce the need for an extra step by the end user. A couple of key factors stand out as enabling the OA 1.0 solution that was delivered in Windows XP.
Large OEMs tend to ship large numbers of PCs with Windows preinstalled. They also have the ability during their manufacturing processes to identify systems that will ship with Windows pre-installed.
Also, because of the direct relationship Microsoft has with those OEMS, the company has a higher degree of confidence that a genuine COA will be attached to each PC and that there will be accurate reporting of the number of units shipped preinstalled with Microsoft Windows.
These factors lead Microsoft and the major OEMs to place a marker in the BIOS of the OEM’s motherboard to identify OEM systems that were to be pre-installed with licensed copies of Windows XP. This marker, which is added to a specific location in the BIOS of the motherboard, enables a copy of Windows XP to look for that known value in the BIOS of the motherboard and, when found, confirm it was booting on a PC that was sold by a specific OEM and licensed to boot Windows.
Not the first time
Over the years we’ve seen examples of BIOS editors that, with some work, allowed people to make an edited BIOS appear to be an OEM BIOS. In Windows XP this kind of BIOS editing wasn’t as difficult as it is in Windows Vista and frankly, because there were easier ways to pirate Windows XP, I don’t think much attention was ever paid to it. However, because Windows Vista can’t be pirated as easily as Windows XP, it’s possible that the increased pressure will result in more interest in efforts to hack the OEM Activation 2.0 implementation.
Windows Vistas OEM Hacks
There appear to be two primary variants of OA 2.0 hacks circulating. One is similar to the XP approach I described above where actual editing of the BIOS on the motherboard is done to make the motherboard appear to be from an OEM. It is a pretty labor-intensive process and quite risky. If you mess up editing the BIOS of any motherboard, you can quite easily render it permanently useless. So while this method works today, it’s potentially hazardous and really doesn’t scale well to large numbers of systems, which makes it less of a threat.
The second variant does not change anything in the BIOS itself, but uses a software-based approach to fool the OS into thinking it’s running on OA 2.0-enabled hardware. And while this method is easier to implement for the end user, it’s also easier to detect and respond to than a method that involves directly modifying the BIOS of the motherboard.
I do want to say something here about how we plan our responses. As I’ve said in the past, we focus on hacks that pose threats to our customers, partners and products. It’s worth noting we also prioritize our responses, because not every attempt deserves the same level of response. Our goal isn’t to stop every “mad scientist” that’s on a mission to hack Windows. Our first goal is to disrupt the business model of organized counterfeiters and protect users from becoming unknowing victims. This means focusing on responding to hacks that are scalable and can easily be commercialized, thereby making victims out of well-intentioned customers.
The conclusion we can easily drawn is that among the two methods of OEM simulation( I don’t like the word “hack” ), software based approach is the much safer method. Until now, Microsoft have not yet devised mean to identify or control OEM stimulated PC running Windows Vista. You can Search on www.baidu.com about Vista Loader 2.0 for more information.
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2007, E-insight
Vista and its multi-monitor support May 19, 2007
Posted by metalickl in Hardware Insights, Software Insights@Windows Vista.add a comment
Not long ago I stopped by a co-worker’s office and caught sight of his set-up of four 24-inch Dell 2407 monitors, all connected to the same PC and all working together perfectly. Needless to say, I was impressed:
The four-monitor arrangement my co-worker was using was dual ATI x1900XTX video cards. He also has a PC with NVIDIA cards running the same array of displays. Pretty slick !
There is a lot of great hardware on the market today that can allow you to replicate this arrangement yourself — all you need is a motherboard that supports two PCI-Express x-16 video cards.
For instance, AMD (ATI) has a solution called CrossFire™ that enables the use of dual video cards. Take a look at AMD’s CrossFire™ website, which includes information for implementing this display array on your own desktop.
Not to be outdone, NVIDIA also has a solution that puts 4 video cards to use on a PC called SLI™. If you have a system running NVIDIA, get more information from SLI™ from their website.
You should note that many high-end video cards today are shipping with a dual-monitor option — so while four monitors may be a bit of overkill, two might better suit you (and your wallet!). The good news is that Windows Vista is designed to natively accommodate multiple-monitor scenarios; for example, you can configure Windows Sidebar to appear on any connected monitor without first requiring preliminary adjustments.
Installation Resources for Windows Vista 32-bit and 64-bit Systems May 19, 2007
Posted by metalickl in Software Insights@Windows Vista.add a comment
[The Windows Vista] Support Team has put out two useful Knowledge Base (KB) articles to relay information on upgrading and/or installing Windows Vista from Windows 2000 or Windows XP.
KB 932616: Installation choices for consumer versions of Windows Vista (32-bit only)
KB 932795: Installation choices for 64-bit consumer versions of Windows Vista
If you have questions on the Windows Vista upgrade or installation processes, [you are adviced to read] these KB articles for more detail before you proceed.
On a related note, Support has noted that some users of some systems running certain spoken languages supported by Windows XP have experienced problems when upgrading to Windows Vista. Take a look at this KB article to learn more about this issue and how to work around it to ensure a successful Windows Vista installation.
Mac Simulates Windows through Parallels Coherence May 19, 2007
Posted by metalickl in Software Insights, Software Insights@Windows Vista.add a comment
Parallels Coherence:
Run Windows applications like they were native Mac applications
What is it?
A groundbreaking feature that lets users run Windows applications without seeing Windows. When a user switches to Coherence mode, their Windows desktop disappears, leaving their Windows applications running directly on their Mac desktop. This is the first opportunity ever for Mac users to run Windows applications in an effectively native environment!
How does it work?
Coherence is new, unique view mode that enables users to work with Windows applications on their Mac without seeing the Windows operating system. In Coherence mode, the entire Windows OS is running, just like it would in windowed or full-screen mode, but the user doesn’t see it, eliminating the confusing and sometimes jarring switch between the Windows and Mac desktop.
To enable easy access to Windows applications in Coherence mode, users can add any Windows shortcut icon to their Mac application dock, and load the program just by clicking the icon, like they would do with any normal Mac application. Users can also choose to show or hide the Windows task bar if they’d like. If the Windows taskbar is hidden, a user can access the Windows start menu by clicking the Parallels Desktop icon in the Mac application dock.
Why is it important?
The introduction of Coherence is a fundamental shift in the way computer users work with virtualization and multiple operating systems. It changes the question from “which operating system do I need to work in?” to “Which application is best for the task at hand?” By enabling Windows applications to run on a Mac desktop without any traces of the Windows operating system in view, users can get more done in less time, and truly experience the best of the Windows and Mac worlds.
Coherence in Action
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2007, E-insight
Transform Your XP into Vista with no cost February 16, 2007
Posted by metalickl in Software Insights@Windows Vista.add a comment
Merry Christmas! Now the waiting is over. This release has successfully archived full setup integration support (no more experimental) and add covering on x64 partial support (experimental). Plus, I added many new 3rd-party applications to make your system looks more like Vista such as Styler, Sidebar, Taskbar thumbnail preview, Start orb fix for msstyles, etc. and update many new resources for system files. It’s definitely the best release that I ever made!EDIT: To get transparency effects, download and install Windows Blinds 5.0 that may cost you $20 of your hard earned money. (And yeah, you must have a 32-bit display mode enabled)
I updated proper version that fixes Styler’s installation problem and corrects Vista Live Messenger skin’s credit. If you wish to install Styler for Vista toolbar, please re-download again and install the proper version.
Get Vista Transformation Pack 6.0
This pack will change some of your xp’s system files. As a result, the interface will be completely ‘Vista’. You will also able to have those ‘Widgets’… Consider this a gift for the Valentine’s Day to your computer.
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E-Insight, 2007
Windows Vista Is Out Today February 2, 2007
Posted by metalickl in Software Insights@Windows Vista.add a comment
Windows Vista Is Out Today
Along with Windows Vista, Office 2007 is also available now!!! I wish I could get my hand on one of the copies but no… Soon we’ll see the performance of the new HD support, directx 10 and so much more. So far, only NVDIA has lauched a new graphic support for DirectX 10, I can’t wait to see some of the new games come out with all the crazy graphics.

I could only hope that Microsoft will be able to fix many of the existing problems, such as virus and security holes. The new vista will have the latest windows defender, though I doubt that will be any help.
For chinese customers, Vista has added several features exclusively. The most intriguing one is the TTS (from text to sound). This is a start of new era in info. tech. Long Live Vista!!!
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E-Insight, 2007
Windows Vista’s Win FS file system January 9, 2007
Posted by metalickl in Software Insights, Software Insights@Windows Vista.add a comment
Windows Vista’s new file system
By Robert Vamosi (November 22, 2006)
Windows Vista stands to challenge how we think about files and file storage, allowing users to tag, organize, and search content in new ways.With typical storage capacity approaching 200GB on most new PCs sold today and with the choice of large media files (digital images, audio or video videos) streamed quickly via the Internet increasing daily, Microsoft could not continue the same old file storage structure within Windows XP in its successor operating system. Indeed, Windows Vista is more of a hard drive file browser than an operating system, even going so far as to adopt within its Windows Explorer the look and feel of Internet Explorer. But falling well short of Microsoft’s more ambitious plans for a whole new File System (the new Win FS file system is expected to be a feature of the new Longhorn server release due by early 2008), Windows Vista performs best as a transitional operating system, weaning its users away from file hierarchies and toward metatag-driven search. Nonetheless, Windows Vista will require a large paradigm shift on the part of users.
With Windows Vista, large volumes of documents, images, and media files become unmoored from the hierarchical file structures of earlier Windows versions by indexing filenames, metatags, and even file content. When viewed this way, Windows Vista allows users to create virtual groups on the fly based on a variety of criteria without dragging and dropping the individual files into various folders. Indeed, like the Internet itself, physical location ceases to be an issue within Windows Vista. This sea change affects many aspects overall of the new operating system.Gone from Windows Vista is the traditional file path of folders and files separated by slashes. And instead of remembering within which folder a particular document, image, or media files was saved, something called Windows Vista Instant Search will point to the correct document or program. And, unlike many desktop search applets from Google and others, Windows Vista indexes your hard drive without much of a performance hit.
I strongly doubt the efficiency of these new features. I wonder how the indexing of the users’ files are done “without much of a performance hit”. Much are left in mystery before Vista will be fully avaliable later January.
The new hardware, the new Windows, his DirectX 10 and her competitor January 5, 2007
Posted by metalickl in Hardware Insights, Software Insights, Software Insights@Windows Vista.add a comment
The new configuration, the new Windows Vista, his DirectX 10 and her competitor
The Highly Anticipated DirectX 10
Windows Vista includes a major update to the Direct3D API. Originally called WGF 2.0 (Windows Graphics Foundation 2.0), DirectX 10 and DirectX Next, it features an updated shader model — the shaders still consist of fixed stages like on previous APIs, but all stages sport a nearly unified interface, as well as a unified access to resources. The language itself has been extended to be more expressive (integer operations, nearly unlimited instructions count). In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow for more complex effects in real time. Direct3D 10 no longer uses “capability bits” to indicate which features are active on the current hardware. Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be “Direct3D 10 compatible”. Therefore, contrary to the previous revisions of Direct3D, it requires new graphics hardware to run at all, whereas prior versions allow the old hardware capabilities to be addressed within the new interface. This is one of the major departure of this new API, and it is justified by Microsoft as the only way to achieve the CPU efficiency gains needed for the newest pieces of hardware without the clutter of legacy code.
Many of the advanced features and performance improvements of Direct3D 10 mandate the use of WDDM-compliant drivers. WDDM drivers are also required by Direct3D9Ex, an extended version of DirectX 9.0c, used in Windows Vista. D3D9Ex was previously known as WGF 1.0 and D3D9.0L. However, D3D9Ex needs WGF 1.0 drivers (previously, basic profile), and D3D10 needs WDDM 2.x drivers (previously, Advanced profile) which supports the extended graphics pipeline. D3D9Ex features similar improvements like better gamma control, support for virtualization of resources and safe device removal, other improvements make D3D10 incompatible with previous versions.
Because Direct3D 10 hardware will be comparatively rare for a period of time after the release of Windows Vista, and because the Vista Premium logo program does not require Direct3D 10 to be supported, the first D3D10-compatible games will most likely still provide a D3D9/D3D9Ex render path.
Windows Vista and DirectX 10 from CNET News.
It’s been called DirectX 10, Windows Graphics Foundation 2.0, and most recently, Direct3D10. The naming situation will clear up as we get closer to the official Windows Vista release, but all you have to know is that DirectX 10 and Direct3D10 in particular will introduce a new era in PC gaming.
Microsoft’s DirectX APIs are a collection of interfaces that standardize how game developers talk to PC system hardware. It’s a lot easier for programmers to write for a single DirectSound or Direct3D API, instead of writing for every single video card and sound card in existence. Microsoft rebuilt its Direct3D API from scratch for Windows Vista, and Direct3D10 will serve as the base for all future Direct3D innovations throughout the life span of the Windows Vista operating system.
Because the Direct3D10 foundation has to serve game developers through the next decade, Windows Vista will streamline and open up Direct3D with several forward-looking features that will help programmers create better games and get more performance out of PC hardware.
All hail the graphics processing unit
Direct3D10 finally completes the break from the legacy fixed-function pipeline. Developers will use the programmable pipeline to emulate the older, fixed-function steps. Additionally, Microsoft had to rethink its display driver model now that the entire desktop is going 3D. The video card isn’t just for games anymore. When you have a 3D desktop and give each application its own 3D window, the display driver has to be flexible and stable enough to handle the video card’s increased role in the system. Microsoft split up the display driver to increase stability, to ensure that the 3D desktop stays up in the event that a game or another application crashes due to a graphics error. This change also means that Microsoft will not release DirectX 10 for Windows XP, because many of the Direct3D10 improvements will need the new Windows Vista Display Driver Model.Opening up the video card to more applications will require Vista to give the GPU more system resources and allow applications to share the hardware. The biggest change for game developers will be virtualized memory for the GPU. The video card will now have its own space in system RAM to store information that can’t fit on local video card memory. High-end video cards ship with 256MB or 512MB of memory, but games can still use the extra space in system memory to store large chunks of information, like textures.
Epic Games founder Tim Sweeney explains, “Virtual texturing eliminates the video memory bottleneck on texture size; whereas in DirectX 9 the size of textures we can use with full performance is limited by the amount of video memory, in DirectX 10 it is only limited by total system memory.” Furthermore, Tim predicts that virtual memory will enable a “2X-4X increase in texture usage in games, which will be great for Unreal Engine 3 games, where textures are often authored at very high resolutions like 2048×2048, and then scaled down on lower-end systems to improve performance.”
Setting standards and improving performance
Video cards will now have strict feature-set requirements for Direct3D10. A video card must have the full feature set to be DirectX 10 approved. This isn’t a whole lot different from the existing model, in which a card has to have certain features to be DirectX 9.0c or Shader Model 2.0 compliant, but Microsoft has made the specification much more detailed to remove any chance of hardware variation. Differences in how Nvidia and ATI cards handled floating-point precision created extra work for developers in the past, but tighter Direct3D10 specifications will help remove ambiguous areas in hardware design. Having consistent hardware means programmers can avoid spending development time on customizing games for cards that don’t have all the necessary features or have odd implementations.Microsoft plans to accelerate its Direct3D release schedule to keep up as the graphics manufacturers release new GPUs with advanced features. If everything goes as planned, the game developer will have to learn only Direct3D11, instead of figuring out the quirks for two different GPUs when Nvidia and ATI release a new technology round. However, this change might not mean the end of writing code for specific GPUs. While developers can count on DX10 to define card features sets, the Microsoft DirectX team admits that “we may see [hardware vendors] putting in additional differentiating features, which developers may want to natively support.”
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DirectX 10 will increase game performance by as much as six to eight times. Much of that will be accomplished with smarter resource management, improving API and driver efficiencies, and moving more work from the CPU to the GPU. “The entire API and pipeline have been redesigned from the ground up to maximize performance and minimize CPU and bandwidth overhead,” according to Microsoft. Furthermore, “the idea behind D3D10 is to maximize what the GPU can do without CPU interaction, and when the CPU is needed it’s a fast, streamlined, pipeline-able operation.” Giving the GPU more efficient ways to write and access data will reduce CPU overhead costs by keeping more of the work on the video card.
Here’s a list of several new Direct3D 10 performance improvements GameSpot was able to wrestle out of the DirectX 10 team:
• New constant buffers maximize efficiency of sending shader constant data (light positions, material information, etc.) to the GPU by eliminating redundancy and massively reducing the number of calls to the runtime and driver.
• New state objects significantly reduce the amount of API calls and bandwidth, tracking, mapping, and validation overhead needed in the runtime and driver to change GPU device state.
• Texture arrays enable the GPU to swap materials on-the-fly without having to swap those textures from the CPU.
• Resource views enable super-fast binding of resources to the pipeline by informing the system early-on about its intended use. This also vastly reduces the cost of hazard-tracking and validation.
• Predicated rendering allows draw calls to be automatically deactivated based on the results of previous rendering–without any CPU interaction. This enables rapid occlusion culling to avoid rendering objects that aren’t visible. Shader Model 4.0 provides a more robust instruction set with capabilities like integer and bitwise instructions, enabling more work to be transferred to the GPU.
• The D3D runtime itself has been completely refactored to maximize performance and configurability by the application.
It remains to be seen just how well actual DX10 graphics hardware will be able to handle the additional work, but we’ve seen in the past that ATI and Nvidia have been able to deliver whenever games have shifted work from the CPU to the GPU.
Now a comparison between Direct3D tt’s Competitior OpenGL
In general, Direct3D is designed to be a 3D hardware interface. The feature set of D3D is derived from the feature set of what hardware provides. OpenGL, on the other hand, is designed to be a 3D rendering system that may be hardware accelerated. These two API’s are fundamentally designed under two separate modes of thought. The fact that the two APIs have become so similar in functionality shows how well hardware is converging into user functionality.
Even so, there are functional differences in how the two APIs work. Direct3D expects the application to manage hardware resources; OpenGL makes the implementation do it. This makes it much easier for the user in terms of writing a valid application, but it leaves the user more susceptible to implementation bugs that the user may be unable to fix. At the same time, because OpenGL hides hardware details (including whether hardware is even being used), the user is unable to query the status of various hardware resources. So the user must trust that the implementation is using hardware resources “Optimally”.
Professional graphics
OpenGL has always seen more use in the professional graphics market than DirectX (Microsoft even acknowledges OpenGL’s advantage in this field[citation needed]), while DirectX is used mostly for computer games. (The term professional is used here to refer to the professional production of graphics, such as in computer animated films, as opposed to games where the graphics produced by the game are for the user’s personal, rather than professional, use.)
At one point many professional graphics cards only supported OpenGL, however, nowadays all the major professional card manufacturers (Nvidia, ATI Technologies and Matrox) support both OpenGL and Direct3D.
Gaming
The principal reason for Direct3D’s dominance in the gaming industry is historical. In the earliest days of hardware-accelerated 3D graphics, 3dfx was the dominant force, and their Glide API was used by far more games than D3D or OpenGL. Glide was much lower-level than D3D or OpenGL, and thus its performance was greater than either. Performance is the most important facet for game developers, so the less easy to use Glide API was preferred over the other two. This helped catapult 3DFx into the forefront of 3D hardware in those days.
As hardware got faster, however, the performance advantages of Glide began to be outweighted by the ease of use. Also, because Glide was restricted to 3dfx hardware, and 3dfx was not being as smart about hardware design as its main competitor nVidia, a hardware neutral API was needed. The very earliest versions of Direct3D (part of DirectX version 3) was not the simplest API to use. The next Direct3D version (in DirectX 5) was much more lucid. As interest in making Glide only games or games with multiple renderers dropped, there was a choice to make: OpenGL or Direct3D 5.
Making games that use OpenGL while using the non-Direct3D portion of the DirectX API is no more difficult than making a game using all of the DirectX API. The decision to use Direct3D over OpenGL was made from simple pragmatism: in those days, OpenGL implementations were difficult to work with. Writing an OpenGL implementation requires implementing every feature of OpenGL, even if the hardware doesn’t support it. If the hardware can’t do it, you have to write a software rasterizer that can handle that feature.
Different GL implementations would, when activating some feature, spontaneously go into a slow software renderer. Because OpenGL has no mechanism for telling the user whether or not a feature, or combination of features, will kick the renderer into software mode, users of OpenGL had to carefully test everything that they did on every piece of hardware that they were going to support.
Adding to that is the fact that an OpenGL implementation is a complex piece of code. It is much more than a simple graphics driver that is just a low-level interface to hardware registers. It needs to keep track of a great deal of state information, and that requires a lot of code. However, in a game situation, where a loss of performance can destroy the feeling of the game, it is more desirable to know that the functionality doesn’t exist and to simply avoid using it.
Direct3D didn’t have these problems. A Direct3D driver is (or, was in those days) just a low-level interface to hardware registers. And D3D has a query mechanism that tells the application whether or not a particular feature is available in hardware. So game developers chose to use it because it did what they needed.
At this point, the Windows Vista issue aside, the reason for using one over the other is typically inertia. It is what they have used in the past, so it is what they use now.
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