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Huckebein
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加入日期: May 2005
文章: 2,584
引用:
作者bij831
我升級電腦是拿來玩game的,不是拿來玩os的啊
還是用xp就好了,玩os沒有什興趣

+1
只希望剛買沒多久的新顯卡不要這麼快就退流行...
不然實在是跟不太上進步的速度了~
--
目前的新配備大概還要撐上好幾年哪...
     
      
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舊 2006-05-04, 10:46 AM #11
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Huckebein離線中  
anshley
*停權中*
 

加入日期: Sep 2003
文章: 74
有沒有人有Aero的截圖啊
很好奇3D桌面會是怎樣的情形
 
舊 2006-05-04, 03:29 PM #12
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anshley離線中  
BorgMu
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加入日期: May 2002
文章: 7,865
引用:
作者anshley
有沒有人有Aero的截圖啊
很好奇3D桌面會是怎樣的情形

不要太抱期待 感覺上像是用D3D來繪製2D的視窗而已
舊 2006-05-04, 03:33 PM #13
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BorgMu離線中  
bluesystem
Master Member
 

加入日期: Jan 2000
您的住址: 台灣桃園
文章: 1,717
有空看看OS X吧....連GMA900(Mac mini Intel版)都可以做出很多視窗的效果...人家也是用3D的方式繪製視窗.M$ Windows這方面真的是落後人家很多....最近開始用OS X真是感慨萬千啊~

對了...SDK是Software Development Kit軟體開發套件的簡稱....
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祝~Po文破千篇......
舊 2006-05-04, 03:51 PM #14
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bluesystem離線中  
pkkbkraa
Regular Member
 

加入日期: Jan 2006
文章: 62
引用:
作者13F
7900GT剛出來沒多久...DirectX10就發表了XD.....
7900GTX可能變成DX9末代王者.orz.....
ATI和Nvidia的下一波勝負變成看誰搶先發表支持DirectX10顯卡了.
小弟猜測今年年底應該會有消息吧.
若DX10真的能把CPU和GPU的工作分配最佳化.那真的挺值得期待.

末代王者快出來了
NVIDIA 7950 GX2
舊 2006-05-05, 04:35 PM #15
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pkkbkraa離線中  
linux2000
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您的住址: 很危險的地球
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引用:
作者bluesystem
有空看看OS X吧....連GMA900(Mac mini Intel版)都可以做出很多視窗的效果...人家也是用3D的方式繪製視窗.M$ Windows這方面真的是落後人家很多....最近開始用OS X真是感慨萬千啊~


SuSE的XGL感覺又更上一層樓....
拖拉放還挺像果凍的
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Sent from PTT+ on my Lumia 925
舊 2006-05-05, 04:40 PM #16
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linux2000離線中  
風笛
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作者linux2000
SuSE的XGL感覺又更上一層樓....
拖拉放還挺像果凍的

測試環境
p3 866
512 sd ram
gf2 mx

真他媽的順
ram也只吃160多mb
真不知道微軟搞啥鬼
舊 2006-05-05, 09:45 PM #17
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風笛離線中  
Iamthevip
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加入日期: Sep 2004
文章: 3
引用:
作者風笛
測試環境
p3 866
512 sd ram
gf2 mx

真他媽的順
ram也只吃160多mb
真不知道微軟搞啥鬼


哦哦 果然opensource是好東西 改天也來玩玩看
舊 2006-05-05, 11:05 PM #18
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Iamthevip離線中  
smart99
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以下為複製DXSDK裡的 readme.htm
----------PART 1------------------------------

Microsoft DirectX SDK (December 2005)
Last updated December 5, 2005 1:25 PM


Welcome
This is the Microsoft DirectX Software Development Kit (SDK) for December 2005. This release includes updates to Xinput, samples, tools, documentation, and D3DX9. In addition, this SDK includes several pre-release components: Direct3D 10 (including corresponding tools, samples, documentation, and DXUT), Microsoft Cross-Platform Audio Creation Tool (XACT), and support for the 2.0 Common Language Runtime in Managed DirectX.



Please refer to the "What's New in DirectX SDK (December 2005)" page in the SDK documentation for a complete list of updates.

After installing, those new to DirectX should start with the DirectX documentation. More seasoned developers may also want to view the "What's New" section in the documentation (or online) and should refer to the "Known Issues" section for the latest information on issues with this release.


Direct3D 10 December 2005 Technology Preview

This release of the Microsoft DirectX SDK includes the Direct3D 10 Technology Preview – an early pre-release showcasing the newest set of graphics API's for games and other high-performance multimedia applications on next-generation graphics hardware. This technology preview also provides reference material, conceptual content, developer libraries, tutorials and samples that demonstrate how to use Direct3D 10. Additional documentation, tools, API’s, samples, and other content will be provided in upcoming DirectX SDK releases.

Samples and applications built with the Direct3D 10 December 2005 Technology Preview require the Windows Vista operating system December 2005 Community Technology Preview (CTP) to run. The Windows Vista December 2005 CTP will be available to MSDN subscribers.

Instantiating a Direct3D 10 hardware device requires Direct3D 10-capable graphics hardware with a Windows Vista Display Driver Model (WDDM) driver. As of the release of this Technology Preview, such hardware is not publicly available. A software fallback (the Direct3D 10 Reference Rasterizer) is provided. Pre-rendered versions of Direct3D 10 samples have also been provided.

The preview also includes early versions of D3DX10 and DXUT with Direct3D 10 support. Pre-release executable tools supporting Direct3D 10 runtimes and formats include: DXViewer, TexConv10, FXC10, and PIX. Additional tools, API’s, and other functionality will be provided in future releases. The API syntax is expected to change in upcoming releases.

Known Issues

Direct3D 10 December 2005 Tech Preview
Direct3D 10 Reference Rasterizer
The Ref device will enumerate a fixed set of formats, which may not include the current desktop mode.
Per-sample readback of MSAA rendertargets in the shader is not yet supported
ClearDepthStencilView requires the resource to be bound to the device.
Direct3D 10 Debug Layer
A subset of debug validation has been implemented.
Direct3D 10 Effects
Get/Set functions for array variables do not currently handle packing and unpacking.
Direct3D 10 HLSL Shader Compilation
A subset of HLSL optimizations and new features are active in this release. Generated shaders will not be fully optimized.
Direct3D9 compatibility mode (D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY) is not fully functional in this release. Omitting the template on texture types can cause a compilation failure. Specify the default template (ex: texture2D<float4> MyTex) to compile correctly.
Using temporary arrays of multielement user-defined structures will result in an error.
Textures with int and uint templated types (ex: Texture2D<int4> mytexture will not compile correctly.
Indexing a float4 or int4 to choose a swizzle (ex: myint4[foo] ) will not compile correctly.
The presence of the clip() intrinsic in a “rolled” loop will not compile correctly. Unroll the loop for correct behavior.
An error may occur if loop outputs are not initialized before the loop begins.
Load() methods only work correctly on 1D types (Buffer/Texture1D). Load() methods with swizzle will not compile correctly.
Constant variable register binding is not yet supported.
Texture sampling with LOD bias is not yet supported.
A variable used as an index into a matrix or an array of struct’s may cause incorrect behavior if re-used afterwards. Copy the value into a temporary variable beforehand.
D3DX10
A subset of D3DX10 API’s have been implemented. Additional API’s will be provided in upcoming releases.
ID3DX10Sprite does not yet support the OBJECTSPACE flag, as well as sorting and blending D3DX10SPRITE_FLAG’s. A viewport is also required for initialization.
D3DX10ComputeNormalMap() doesn’t support mirror addressing modes.
UnsetAllDeviceObjects does not unset stream output targets and predication.
DXGI
An application will no longer receive window messages after it calls SetFullscreenState(TRUE) while already in fullscreen mode.
Monitor rotation is not supported
Cross-process shared surfaces are not supported
PIX for Windows – Direct3D10 Support
Direct3D 10 API rendering depends of the presence of Direct3D 10 on the system. If it is not on the system, the Direct3D object table and event pane will still be operational.
Single frame capture is not yet supported.
Details for the Direct3D10 device state, texture objects, and view objects are not currently displayed.
PIX currently does not capture D3DX10 API calls. The Direct3D 10 API calls that the D3DX10 APIs make will be captured and can be replayed.
The save screen shot action is not available yet.
Direct3D Per-frame counters do not work for Direct3D 10 applications
The “Modify D3D Device”, “Modify Draw Calls”, and “Save Device State” actions do not work yet.
PIX’s overlay of informational text and the PIX icon onto the target program does not work in this version of PIX for programs that use Direct3D 10.
Full stream capture beginning at any time other than Program Start does not work for applications that use Direct3D 10.
舊 2006-05-08, 12:42 AM #19
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smart99離線中  
smart99
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文章: 129
字節太長,所以必須分兩段 ....
---------------part 2-----------------------------

PIX for Windows

For issues specific to Direct3D 10 support in PIX, refer to the “Direct3D 10 Tech Preview” section.
Direct3D objects are not viewable from the context menu until they are valid. An object is valid after you have selected an event after the creation event for the object with the render pane visible.


Pre-release XACT

See the XACT documentation for more information. The XACT documentation is available from the Start Menu after installing the DirectX SDK.
There is no 64-bit support in XACT in this release.
Running the XACT Beta (audio console) results in the Windows Firewall dialog being displayed.
Read-only memory mapped file I/O and read-only memory for sound banks fails in the beta when using variations.
The wet/mix parameter on FX adjust the wet/dry mix in the FX buffer. The main sound buffer always plays at 100% regardless of wet/dry mix. This means if the wet dry mix is at 50% you are in effect sending a weaker double of the original signal out. FX presets are defaulting to a wet/dry mix of 50% and need to be adjusted to 100%. The amount of reverb should be adjusted using the send level. Send level is a new RPC parameter. Send level does not show up in the FX's associated RPC, only in user created RPCs. Create a new RPC and attach your sound to it to adjust send levels via variable adjustments.
There is no support for XACT on pre-release versions of Windows Vista for this release.

Visual Studio 2005

After installing the DirectX SDK, only the Managed DirectX documentation is visible in Visual Studio Express 2005 documentation browser. This will be fixed in a future SDK release.
HLSL syntax highlighting works properly in Visual Studio 2005 but the Direct3D 9 Shader Debugger is not currently supported.
The shader debugging functionality of the DirectX Extensions for Visual Studio does not work with Visual Studio 2005. Syntax highlighting continues to work with Visual Studio 2005.

DXUT

The December SDK contains a new pre-release version of DXUT for Direct3D 10 contained in the (SDK ROOT)\Samples\C++\DXUT folder. This new version supports both Direct3D 9 and Direct3D 10.
The Direct3D9-only version of DXUT remains at (SDK ROOT)\Samples\C++\Common. This version will be removed in the Direct3D 10 Final Release.


Managed DirectX

Pre-release Managed DirectX for Whidbey
Included with the DirectX SDK (December 2005) release is support for the 2.0 Common Language Runtime (CLR) in Managed DirectX. It includes new features designed to take full advantage of the features included in the 2.0 CLR such as generics. Besides support for the 2.0 CLR, this updated assembly has a number of new additions, which we would love feedback on, including better performance, 64-bit support, and a cleaner API.
To use the new assembly, load up Visual Studio 2005, and after creating a new project add a reference to "Microsoft.DirectX.dll" You may see multiple versions of this assembly depending on any past DirectX SDK's you've installed, so add the reference to the one with the version 2.0.0.0. The namespaces you'll find in this assembly are named Microsoft.DirectX.*
Beta versions of 2.0 CLR are not supported in Managed DirectX.


Using the DirectX Control Panel on Windows Vista under a Least-privileged User Account (LUA)

Some settings in the DirectX Control Panel are not available when logged in to the system using an account that doesn't have Administrator rights. To switch between Retail and Debug versions of the Managed DirectX assemblies, you will need to login using an account that has Administrative privileges. An alternative is to launch the DirectX Control Panel via an elevated command window i.e.

1) From the start menu type %systemroot%\system32
2) Right click on cmd.exe
3) Select "Run Elevated" and provide any Administrator account credentials
4) In the command window type directx.cpl (on x64 systems directx64.cpl).

To run x86 version of directx.cpl on x64 systems, type %systemroot%\syswow64 in step #1 and directx.cpl in step #4.

Other settings in the Control Panel that are available can be changed using the normal options, as the changes are made in a virtualized copy of the registry that is managed by the operating system.

Installation Notes
(All Platforms)
This SDK is supported for installation on Windows XP, Windows Server 2003, and Windows Vista December 2005 CTP using Visual Studio .Net 2003 or 2005.

We recommend you remove previous versions of the DirectX SDK prior to installing DirectX SDK release and that includes any DirectX SDK installations that may be part of a Microsoft Platform SDK.

Installation of the Microsoft Platform SDK is recommended and is required for some samples.

SDK Installation to a network share is not supported. Specifically some components (ex. documentation will not install, managed samples will not run).

The Direct3D Reference Rasterizer is not installed on any versions of Windows Server 2003 product family.

Several Virus Protection software applications interfere with SDK installation and may require you to temporarily disable the Virus Protection software until SDK installation is completed.

"A cabinet file is necessary for installation and cannot be trusted." ERROR during installation. This problem happens in most cases due to system corruption or users disabling their cryptography services. Please try the following steps to see if it resolves the issue.

o Make sure your cryptography services are enabled. To do this, go to my computer | manage | services and applications | services. Then go to cryptography services properties and make sure the service is started and startup type is set to automatic.

o If you are running Windows on a FAT32 drive, run scandisk.

o Try the resolution steps in http://support.microsoft.com/defaul...kb;en-us;813442.

o Try the resolution steps in http://support.microsoft.com/defaul...kb;EN-US;822798.

o Remove temporary files in %temp% and (if installing end-user runtime)
%windir%\system32\directx\websetup Error

Installation notes for 64-bit Platforms
· When installing on a 64 platform, both the 32 bit and the 64 bit version of debug files will be installed. The 32-bit version of the DirectX control panel which controls debug settings can be opened by choosing "View x86 Control Panel Icons" from the Control Panel and starting the DirectX icon or by running the command %windir%\syswow64\control.exe %windir%\syswow64\directx.cpl. The 64 bit version of the DirectX control panel will show up in the Windows Control Panel after installing the SDK.

· There is no support for installing the DirectX SDK on IA64 bit platforms.
舊 2006-05-08, 12:43 AM #20
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