FX 5600 DX8.1 compatibility question

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FX 5600 DX8.1 compatibility question

Postby cGhpbEI » Thu, 22 Jan 2004 17:36:06 GMT

Hi,
I'm about to buy a FX 5600 or 5700 (or maybe the ATI 9600 equivalent) to have a VS/PS 2 card. The seller tolds me I have to install dx9 to have it working properly. But I'm working with dx8.1 and I'm not ready to change all my work to dx9. Is he true? I think it must work with any dx version, isn't it? maybe depending on a driver to install?
thanks
pb

Re: FX 5600 DX8.1 compatibility question

Postby Lynn Harrison » Thu, 22 Jan 2004 21:29:24 GMT

Phil,

The person selling you the card has it wrong.  The hardware should run fine
with code written against older versions of the SDK.

-- 

Lynn Harrison
SHAMELESS PLUG - Introduction to 3D Game Engine Design (C# & DX9)
www.forums.Apress.com





have a VS/PS 2 card. The seller tolds me I have to install dx9 to have it
working properly. But I'm working with dx8.1 and I'm not ready to change all
my work to dx9. Is he true? I think it must work with any dx version, isn't
it? maybe depending on a driver to install?



Re: FX 5600 DX8.1 compatibility question

Postby Eyal Teler » Fri, 23 Jan 2004 00:33:23 GMT



You might need DX9 installed to have the drivers installed -- I'm not 
sure. That will likely lose you the debug runtime if you continue to 
use the DX8.1 SDK, but otherwise you should be able to run your app 
fine. As another option, you should be able to develop DX8.1 apps with 
the DX9 SDK.

	Eyal


Re: FX 5600 DX8.1 compatibility question

Postby cGhpbEI » Fri, 23 Jan 2004 02:16:10 GMT

Hi again
thanks, that's what I was thinking of. And another remark, but maybe I should ask nvidia
Will checking the caps of the FX 5200 on the site I had seen that it is supporting VS/PS 2.0 in DX9 and 16 thexture per pass. Two days ago I had tested it with my machine in DX8.1 (to be sure it works on my old agp port) and the caps viewver reports VS 1.1 and PS 1.4 (don't remenber the txpture per pass)
Is there something not correct on the site (because data are near the same has the FX 5600/5700 which is curious to me) or a driver for DX9 may support VS/PS 2.0 and for the same card we can have a driver for DX8.1 supporting lesser shader version
p


Re: FX 5600 DX8.1 compatibility question

Postby Eyal Teler » Fri, 23 Jan 2004 08:18:18 GMT

DX8.1 doesn't know about any shader versions over 1.1 for vertex 
shaders and 1.4 for pixel shaders. DX9 introduced shaders 2.0 and 
higher, so you need it to be able to use them.

	Eyal




Re: FX 5600 DX8.1 compatibility question

Postby cGhpbEI » Fri, 23 Jan 2004 17:46:05 GMT

mmmmm....

Re: FX 5600 DX8.1 compatibility question

Postby Eyal Teler » Fri, 23 Jan 2004 20:38:16 GMT



It took me about a day to move a pretty big program from DX8.1 to DX9, 
so if you're thinking about it, I think that you shouldn't worry about 
it too much.

	Eyal

Re: FX 5600 DX8.1 compatibility question

Postby cGhpbEI » Tue, 27 Jan 2004 19:06:05 GMT

Hi eyal
what I'm worrying about is particularly skinmesh, because I'm using it for my characters. I spend several weeks some time ago to "digest" it. I have added clonning facilities and time table animation to the basic demo. A big work for me. Of course I've seen all that is now integrated in the new dx9b animations demos. I was expecting this to happen one day..
That said, I have the FX5600 running now in dx81
Just for curioisty, I had check the dx9 samples. In particular, I ran the lightning vs demo. Results are ok. Then I try, again for checking purpose, to recompile it from its source code. And the apps cannot create the shader version in pure or hwvp, only in swvp with a very low rate. I had not take any look to the code, so I don't know the shader version, but I suppose it's 2.0
This s a little curious
As I have a AMD 700, Win98 system, maybe the driver is not fully correct as it is not WHQL for 98. But the sample browser demos are working???
pb

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3.[DDS] compatibility break between DX8 and DX9 ?

We noticed that some of our DDS created times ago under DX8 failed to load under DX9.
After dumped the DDS content, we think to notice that some contents are written differently.
For instance, dwPitchOrLinearSize was always correcly stored under DX8 whereas under
DX9 it seems it's allowed to pass 0 (for the same texture in the same conditions).
dwFlags also seems to be different.

In the opposite, when I create a DDS under DX9 and try to load it under texture tool of DX8,
it returns with the error "Unexpected file format".

This is going to be extremely problematic for applications distribution. I cannot even imagine
a user complaining of an error at startup such as "DDS file format error".

Currently, we use RGB888 or ARGB8888. The texture stays in this format if the user setuped
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the required format (D3DX toolkit seems to do the job very well for us). However, for other formats
like ARGB4444, it can work under DX8 but not DX9 (or the opposite). All of this is not very
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Finally, the question : is there any known problems regarding DDS file format between DirectX version ?

Izidor.


4.GeforceFX 5600

Hi all,
where can i find fine-tuning parameters for this card, and which Detonator
driver is better ?

TIA
Paolo Zambrini


5.a question of performance under DX8.1, animating many characters

I am currently trying to simply display animated characters.
I have only one model that have about 20 different animations (x file). Each
animation is composed of about 12 keyframe, the other frames are
interpolated.
I duplicate this model n times in my scene. I only change the texture
applied on the model. Models are only about 500 polys (single texturing, no
special effect).

Using about 128 characters (and 8 differents textures for them... so about
16 groups of strictly identical characters) , I get about 25 fps on a P4
2,4GHz + Radeon 9000 (a laptop).

I think that this frame rate is not enough, I loose a little bit when
activating terrain collision, characters collision and user input. But, the
real bottleneck is really the rendering of these characters.
I implemented Dynamic LOD that helped a bit, but in many case, I will have
to display those 128 characters simultenously (and even 4 ou 5 characters
with more polygons...)

According to your experience, in such a situation, how many Frame Per Second
should I get ?
Any tips ?

Regards

Nono


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