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Thread: Direct X March 2009 Update

  1. #1
    Ohh Hell yeah.. Sava700's Avatar
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    Direct X March 2009 Update

    A new update was released today for DirectX dated March 2009.

    You can download the websetup without going through MS here.

    Redist for March 2009 found here.

  2. #2
    SG Elite
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    I saw this and thought of you.

  3. #3
    SG Elite
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    Sava, since I don't game, do I need directX?

  4. #4
    Ohh Hell yeah.. Sava700's Avatar
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    Quote Originally Posted by CableDude View Post
    Sava, since I don't game, do I need directX?
    it never hurts to be updated since DirectX is already a part of Windows and at times does reflect to video's. Here is a run down on the release:

    What's New in the March 2009 DirectX SDK
    This version of the DirectX SDK contains the following new features, tools, and documentation.
    Technical Previews of Direct2D, DirectWrite, and DXGI 1.1
    This release includes technical previews of Direct2D, DirectWrite and DXGI 1.1.
    Direct2D is a hardware-accelerated, immediate-mode, 2-D graphics API that provides high performance and high quality rendering for 2-D geometry, bitmaps, and text. The Direct2D API is designed to interoperate well with Direct3D and GDI.
    DirectWrite provides support for high-quality text rendering, resolution-independent outline fonts, and full Unicode text and layout support, and much, much more.
    DXGI 1.1 builds on DXGI 1.0 and adds several new features including support for Direct3D 10.1 command-based remoting and support for synchronized shared surfaces.
    For more details on the technical previews, see What's New in the Windows 7/Direct3D 11 technical preview documentation.
    Introducing XNA Math
    XNA Math provides developers a cross-platform native-code method of generating SIMD instructions without having to resort to special case code. Based on the Xbox 360 SDK's Xbox math library, this set of headers supports the most common vectorized math operations used in graphics and animation. The implementation supports Windows 32-bit (x86) and Windows 64-bit (x64) targets using SSE2 intrinsics, and is fully cross-platform with the optimized Xbox 360 XDK version.
    Audio Improvements
    This release includes several improvements to XAudio2, xAPO, and xWMA.

    * An optional filter has been added to XAudio2 voice sends. This makes 3D-filtering scenarios, such as obstruction and occlusion, easier and more efficient.
    * The CPU usage for the filter built into XAudio2, when operating on mono data, has been cut in half.
    * The new SetSourceSampleRate method, added to XAudio2 source voices, makes it easy to dynamically reuse voices with data of arbitrary sampling rates. This allows for better voice-pooling support.
    * Fast Fourier Transform (FFT) helper code has been added as inline functions to the xdsp.h header file. This helper code has been added to allow titles to build their own effects xAPOs that are optimized for both Xbox 360 and Windows.
    * The xWMAEncode tool can now encode source data of arbitrary sampling rate and has improved support for encoding short source files.

    Improvements to PIX
    PIX now works with the public beta version of Windows 7 (build 7000). In addition, PIX can now be used with titles that use DXGI 1.1 as well as with titles that create WARP Direct3D devices.
    XNA Testing Tool
    The XNA Test Tool is used for game quality testing and is a replacement for the XNA Banding Tool. In addition to the functionality that was in the branding tool, the new tool allows users to create and edit their own set of test cases and passes. These custom test cases and passes can then be used to produce test reports.
    Updated Game Explorer Tools, Samples and Documentation
    This release includes updated Game Explorer tools, samples, and documentation for Windows 7.

    * The ProviderGDFExampleBinary is an example DLL containing the GDF file of a provider for use with the Windows 7 version of Game Explorer.
    * The GameStatisticsExample sample demonstrates how to get and set statistics viewed by the Windows 7 version of Game Explorer.
    * The Windows Games Explorer for Game Developers whitepaper has been updated to show how to register a game and parental controls on Windows 7 using the new GDF schema. As part of the whitepaper, the GamesuxInstallHelper and GDFExampleBinary samples have also been updated.

    New and Updated Samples
    The March 2009 DirectX SDK includes several new and updated samples.

    * The new Collision sample illustrates the implementation of a collision library utilizing the new XNAMath library, which performs cross-platform vectorized math operations.
    * The new Samples Content Exporter demonstrates a content pipeline that processes FBX format source content to generate assets for Xbox and Windows.
    * The MeshFromOBJ10 sample has been updated to support the Windows Advanced Rasterizer (WARP).
    * The new AdaptiveTessellationCS40 is an illustration of more advanced compute shader processing techniques that can be run on a D3D10 or D3D11 GPU.
    * The HDRToneMappingCS11 sample has been expanded to implement blur and bloom effects (in addition to tone mapping) using compute shader, as well as providing pixel shader implementations for comparison.
    * The MultithreadedRendering11 sample has been significantly updated, with more complex art assets and more intensive per-thread processing.
    * The SubD11 sample has been updated with a new facial model, and the sample now leverages the adjacency computation feature of the Samples Content Exporter.


    What's New in the March 2009 Windows 7/Direct3D 11 Technical Preview
    This version of the Windows 7/Direct3D 11 Technical Preview ships as part of the DirectX SDK and contains the following new features, tools, and documentation.
    Technical Preview of Direct2D
    Direct2D is a hardware-accelerated, immediate-mode, 2-D graphics API that provides high performance and high quality rendering for 2-D geometry, bitmaps, and text. The Direct2D API is designed to interoperate well with Direct3D and GDI. This technical preview allows developers to evaluate the API and write simple applications, with some of the more advanced functionality possible on properly configured machines.
    Documentation and samples for Direct2D are currently available on MSDN.
    Technical Preview of DirectWrite
    DirectWrite provides support for high-quality text rendering, resolution-independent outline fonts, and full Unicode text and layout support, and much, much more.

    * A device-independent text layout system that improves text readability in documents and in UI.
    * High-quality, sub-pixel, ClearType text rendering that can use GDI Direct3D, Direct2D, or application-specific rendering technology.
    * Support for multi-format text.
    * Support for the advanced typography features of OpenType fonts.
    * Support for the layout and rendering of text in all languages supported by Windows.

    This technical preview allows developers to evaluate the API and write basic applications for demonstration purposes only.
    Documentation and samples for DirectWrite are currently available on MSDN.
    Technical Preview of DXGI 1.1
    DXGI 1.1 builds on DXGI 1.0 and will be available on both Windows Vista and

    Windows 7. DXGI 1.1 adds several new features:

    * Direct3D 10.1 Command-based Remoting. This is an enhancement to how Direct3D 10.1 (and Direct3D 10.1 based Direct2D) applications can optimize for the remoted display experience. Applications that want to customize for the remote display experience on rich remote clients (and with, but not necessarily) headless server configurations can choose to leverage Direct3D 10.1 Command Remoting which will transmit DXGI and Direct3D 10.1 APIs across the network rather than rendered bitmaps. Direct2D, based on Direct3D10.1, uses this mechanism of remoting by default, unless otherwise indicated.
    * Synchronized Shared Surfaces Support. This enables efficient read and write surface sharing between multiple D3D (could be between D3D10 and D3D11) devices.
    * BGRA format support. This allows GDI to render to the same DXGI surface targeted by a Direct2D, Direct3D 10.1 or Direct3D 11 device.
    * Maximum Frame Latency. Using IDXGIDevice1::SetMaximumFrameLatency and IDXGIDevice1::GetMaximumFrameLatency, titles can control the number of frames that are allowed to be stored in a queue, before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue.
    * Adapter Enumeration. Using IDXGIFactory1::EnumAdapters1, titles can enumerates local adapters without any monitors or outputs attached, as well as adapters with outputs attached.

  5. #5
    Second Most EVIL YARDofSTUF's Avatar
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    Quote Originally Posted by CableDude View Post
    Sava, since I don't game, do I need directX?
    No, MSDOS does not benefit from it at all.

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    Quote Originally Posted by YARDofSTUF View Post
    No, MSDOS does not benefit from it at all.

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    Quote Originally Posted by YARDofSTUF View Post
    No, MSDOS does not benefit from it at all.
    But Gorilla VB will!
    MORNING WOOD Lumber Company
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  8. #8
    SG Elite
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    Quote Originally Posted by YARDofSTUF View Post
    No, MSDOS does not benefit from it at all.

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