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Monday 23rd July 2007

Dissecting DirectX 10

Posted at: Monday 23rd July 2007 by Stuart Andrews

Stuart Andrews takes a journey through a DirectX 10 3D graphics pipeline, and explains how GPU architecture has changed since the DirectX 9 days.

Before the advent of DirectX 9, ROPs were directly tied in to the pixel processors and texture units as part of a unified pixel pipeline. With DirectX 9 hardware, however, there was a move to decouple the ROPs from the pixel processors. For the R580, for example, you needed just one ROP to handle the output of every three pixel units (therefore 16 ROPs for 48 pixel units).

As with the diminishing numbers of texture units, R600 takes this trend one stage further, with only four ROPs, although each can output four pixels per clock. The units can also perform twice as many stencil/depth tests per clock cycle as the ROPs in the R580, and both Z-buffer and stencil-buffer efficiency, and AA sampling efficiency have been improved dramatically. However, the entire calculation isn't carried out within the ROP, as it is in R580 or Nvidia's G80, but by the shader cores. ATi is taking a gamble on DirectX 10 game developers moving from current 'box-filter' AA, where the GPU takes four samples and averages them, to more sophisticated custom AA shader routines that look at pixel values outside of the box and factor those into the calculations.

This approach makes sense for future applications. Richard Huddy explains, 'This sometimes gives you a blurrier image but, in the vast majority of cases, it looks crisper. You can get rid of some of what we call the "roping" artefacts.' Not only that, but it also opens up the way for programmers to create custom AA routines that work specifically for the environments they're creating in their games. 'You really will have situations where anti-aliasing is game specific,' Huddy adds. What's more, this Custom Filter Anti-Aliasing (CFAA) becomes more important in games that use HDR, since if there are pixel values that have to be carefully mapped to create the right impression of ultra-bright whites and rich darker shades then simply averaging four samples can create horrible effects. Nvidia has its own custom shader-based filtering routines, CSAA (Coverage Sample Anti-Aliasing) to avoid these.

The problem is that this doesn't suit current applications so well. The standard multisampling 4x AA routines built into the six ROPs in Nvidia's G80 (each of which can also output four pixels per clock) handle DirectX 9 AA routines more effectively, which is another reason R600 hasn't performed as well as expected in recent benchmarks. 'We believe that our architecture is more balanced, and we can more effectively process a wider range of current and future shader code,' says Nvidia's Nick Stam. 'We wouldn't want the back-end processing done by ROPs to cause a bottleneck, so we provide adequate ROP resources to carry out the final pixel processing and frame buffer blending, so we have a very balanced design.'

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Comments

Its Stupid to make every body in the world upgrade to vista eventually and even more anoying is for us gamers and PC modders i think its all just a waste of time

Comment by Maddwilz at 7:56pm 10th August 2007



WAGHHHHHH VISTA NO WORKEEEE

theres talk about microsoft doing a turn around and offerin dx10 as an update coz nae body wants 2 spend a fortune on upgrade just like me lol im going back 2 my amiga 1200 and wipeout 2097 yassssssssssss

Comment by GUMBANATOR at 7:23pm 5th August 2007



A Vista Work Around

If you want all the Dx10 benefits in Company of Heroes without getting a Vista machine here is what you do. Take out half your RAM, underclock your CPU to about 75% of the speed and then replace your graphics card with an X1300 or similar. That should nicely replicate the prolapsed frame rate and compromised graphics settings enjoyed by Dx10 Company of Heroes players (unless they have beta drivers).

Comment by Grotmonkey at 9:46pm 31st July 2007



Do I really need Vista for dx10?

I REALLY don't want to buy vista just to play a DX10 game. Anyone know anyway around it?

Comment by clipkilla at 6:04pm 30th July 2007



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