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  #11  
Old 12-26-2011, 04:24 PM
ACE-OF-ACES's Avatar
ACE-OF-ACES ACE-OF-ACES is offline
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Quote:
Originally Posted by Heliocon View Post
You quoted me as saying (which I did): "you are wrong on a number of your points, DX11 has no API for dx9 features and such more then any other engine"
You replied with this: "If they did that it would defeat the purpose of upgrading to the DX11 API..
Actually that is not correct..

Your mixed up your quotes there.. That is to say that reply of mine you listed above was to a previous quote of yours, not the one you listed..

So to get this train back on track allow me to re-post it in the correct order..

You said

Quote:
Originally Posted by Heliocon View Post
DX11 has no API for dx9 features and such more then any other engine. Its determined by the way they compile the code
And my reply to that was to post the link and excerpt from said link, i.e.

Quote:
Originally Posted by ACE-OF-ACES
Your Game Needs Direct3D 11, So Get started Now
More reasons to switch to Direct3D 11
Supports multiple "device feature levels"
-11.0
-10.1, 10.0
-9.3, 9.2, 9.1
-One API for all of your supported hardware
As you can see, my link proves your statement is in error, that being the DX11 API 'does' have DX9

PS it is done at run time, not compile time

Nuff said?

If the AMD reference is not enough for your, please read the following Microsoft link, i.e.

Quote:
Originally Posted by Microsoft
msdn Direct3D 11 on Downlevel Hardware (aka feature level)
Microsoft DirectX graphics provides a set of APIs that you can use to create games and other high-performance multimedia applications. DirectX graphics includes support for high-performance 2-D and 3-D graphics.

For 3-D graphics, use the Microsoft Direct3D 11 API. Even if you have Microsoft Direct3D 9-level or Microsoft Direct3D 10-level hardware, you can use the Direct3D 11API and target a feature level 9_x or feature level 10_x device.
Now here is the 2nd link that proves your statment was in error..

Do you have anything to support your claims?
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That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.

Last edited by ACE-OF-ACES; 12-26-2011 at 04:36 PM.
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  #12  
Old 12-30-2011, 01:20 AM
Heliocon Heliocon is offline
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Quote:
Originally Posted by ACE-OF-ACES View Post
Actually that is not correct..

Your mixed up your quotes there.. That is to say that reply of mine you listed above was to a previous quote of yours, not the one you listed..

So to get this train back on track allow me to re-post it in the correct order..

You said



And my reply to that was to post the link and excerpt from said link, i.e.



As you can see, my link proves your statement is in error, that being the DX11 API 'does' have DX9

PS it is done at run time, not compile time

Nuff said?

If the AMD reference is not enough for your, please read the following Microsoft link, i.e.



Now here is the 2nd link that proves your statment was in error..

Do you have anything to support your claims?
You are misunderstanding the terminology, support does NOT mean nativity. The DX11 shadows have to be compiled before they run, now you are looking stupid. Just google Direct X compile shaders.

Again, just because the DX11 engine is backwards compatable does not mean the dx11 compiled shaders and code is compatable with dx9 api content available. It is in the API, but its from the older DX version, there is a new DX10/11 version for the processes which is the most up to date version/best version. Its not worth arguing if you dont understand the mechanisms.
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