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What is the point of DirectX?

What is the point of DirectX?

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nickel440
Member
141
06-10-2016, 09:43 PM
#11
DirectX serves as a framework linking rendering engines to hardware, providing functionality and direction. It’s a set of APIs created by Microsoft that guide the engine on its tasks. These APIs consist of tools, structures, and instructions, offering developers pre-built capabilities instead of building everything from scratch. DirectX functions as a communication link between system components, supporting advanced multimedia like audio, video, graphics, and 3D animation. It also boosts security and performance. Originally, each API had its own name—Direct3D, DirectSound, DirectPlay, etc.—but they merged into the unified DirectX we know today. This technology is essential for multimedia applications and gaming, especially in Windows environments. For further details, you can explore the resources provided.
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nickel440
06-10-2016, 09:43 PM #11

DirectX serves as a framework linking rendering engines to hardware, providing functionality and direction. It’s a set of APIs created by Microsoft that guide the engine on its tasks. These APIs consist of tools, structures, and instructions, offering developers pre-built capabilities instead of building everything from scratch. DirectX functions as a communication link between system components, supporting advanced multimedia like audio, video, graphics, and 3D animation. It also boosts security and performance. Originally, each API had its own name—Direct3D, DirectSound, DirectPlay, etc.—but they merged into the unified DirectX we know today. This technology is essential for multimedia applications and gaming, especially in Windows environments. For further details, you can explore the resources provided.

T
twinelia
Member
70
06-11-2016, 02:28 AM
#12
The same principles that shape the internet (like its standards and guidelines) are established by APIs in the visual domain. DirectX, created by Microsoft, is reliable but can slow down game performance. Consequently, AMD introduced Mantle, a simpler API meant to enhance communication between the game engine and GPU. While it doesn't match the expected speed from a low-level approach, it effectively highlights the limitations of DirectX.
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twinelia
06-11-2016, 02:28 AM #12

The same principles that shape the internet (like its standards and guidelines) are established by APIs in the visual domain. DirectX, created by Microsoft, is reliable but can slow down game performance. Consequently, AMD introduced Mantle, a simpler API meant to enhance communication between the game engine and GPU. While it doesn't match the expected speed from a low-level approach, it effectively highlights the limitations of DirectX.

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Livs2004
Junior Member
5
06-11-2016, 03:25 AM
#13
It's likely Microsoft will work on enhancing DirectX to counter AMD's Mantle.
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Livs2004
06-11-2016, 03:25 AM #13

It's likely Microsoft will work on enhancing DirectX to counter AMD's Mantle.

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maxiionita
Member
172
06-11-2016, 08:14 AM
#14
Additional similar suggestions from you are welcome.
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maxiionita
06-11-2016, 08:14 AM #14

Additional similar suggestions from you are welcome.

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ShionHimirai
Member
61
06-11-2016, 01:19 PM
#15
DX12 is designed to operate at a lower level, allowing developers direct communication with the GPU.
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ShionHimirai
06-11-2016, 01:19 PM #15

DX12 is designed to operate at a lower level, allowing developers direct communication with the GPU.

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Markiamin
Junior Member
15
06-13-2016, 10:06 AM
#16
an application programming interface (API) consists of a collection of routines, protocols, and tools designed to create software applications. The API defines how software components communicate. It is utilized when developing graphical user interface (GUI) elements. A strong API simplifies program development by supplying all necessary building blocks—programmers can assemble them easily. These are the major examples: DirectX 9.0c, Windows XP SP2, DirectX 10, Windows Vista, and DirectX 11 on Windows 7. However, many highlight how outdated these older APIs have been, especially the DirectX series, pointing out their inefficiency and offering this insight "for free" to everyone.
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Markiamin
06-13-2016, 10:06 AM #16

an application programming interface (API) consists of a collection of routines, protocols, and tools designed to create software applications. The API defines how software components communicate. It is utilized when developing graphical user interface (GUI) elements. A strong API simplifies program development by supplying all necessary building blocks—programmers can assemble them easily. These are the major examples: DirectX 9.0c, Windows XP SP2, DirectX 10, Windows Vista, and DirectX 11 on Windows 7. However, many highlight how outdated these older APIs have been, especially the DirectX series, pointing out their inefficiency and offering this insight "for free" to everyone.

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RockRippa
Junior Member
44
06-20-2016, 05:59 PM
#17
It isn't about proving DirectX or OpenGL are inefficient. Mantle offers direct access to the GPU. The issue lies in how much you must process as you go deeper into the architecture (the more complex it gets), which increases effort but provides maximum adaptability for your specific needs and goals, rather than following a standard approach. The greater your reliance on the GPU’s design, the more your code becomes tied to that particular hardware. If AMD alters their GPU structure and doesn’t update Mantle drivers with a compatible translator, existing games may become incompatible. Those at a higher level don’t mind these details since others will handle them; your application remains unchanged. This mirrors Java or Flash—if you build a program without modifying any code and avoid recompilation, it can run on many devices, from PCs to smartphones. Flash and Java automatically translate their own files for each device, handling differences in hardware seamlessly. Conversely, C offers lower-level control but lacks the same cross-platform flexibility. A C program written for a Windows PC won’t run on macOS, Linux, or a smartphone without significant rewrites and recompilation. C/C++ delivers near-optimal performance, minimal size, and is essential in areas like game development, drivers, and operating systems where speed matters most.
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RockRippa
06-20-2016, 05:59 PM #17

It isn't about proving DirectX or OpenGL are inefficient. Mantle offers direct access to the GPU. The issue lies in how much you must process as you go deeper into the architecture (the more complex it gets), which increases effort but provides maximum adaptability for your specific needs and goals, rather than following a standard approach. The greater your reliance on the GPU’s design, the more your code becomes tied to that particular hardware. If AMD alters their GPU structure and doesn’t update Mantle drivers with a compatible translator, existing games may become incompatible. Those at a higher level don’t mind these details since others will handle them; your application remains unchanged. This mirrors Java or Flash—if you build a program without modifying any code and avoid recompilation, it can run on many devices, from PCs to smartphones. Flash and Java automatically translate their own files for each device, handling differences in hardware seamlessly. Conversely, C offers lower-level control but lacks the same cross-platform flexibility. A C program written for a Windows PC won’t run on macOS, Linux, or a smartphone without significant rewrites and recompilation. C/C++ delivers near-optimal performance, minimal size, and is essential in areas like game development, drivers, and operating systems where speed matters most.

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iNaomiPlays
Senior Member
609
06-28-2016, 06:35 AM
#18
When Microsoft introduced the NT kernel, it posed challenges for applications needing direct hardware access, such as games, which required faster performance. DirectX was released to provide a quicker route to hardware alongside the NT kernel, meaning each DirectX application runs in kernel mode. Note that DirectX may not function properly on server versions of Windows, and solutions exist like converting Server releases to Workstation releases, for example, Windows 2008 Advanced Server to Windows 2008 Workstations with DirectX included.
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iNaomiPlays
06-28-2016, 06:35 AM #18

When Microsoft introduced the NT kernel, it posed challenges for applications needing direct hardware access, such as games, which required faster performance. DirectX was released to provide a quicker route to hardware alongside the NT kernel, meaning each DirectX application runs in kernel mode. Note that DirectX may not function properly on server versions of Windows, and solutions exist like converting Server releases to Workstation releases, for example, Windows 2008 Advanced Server to Windows 2008 Workstations with DirectX included.

K
kip1113
Member
129
06-28-2016, 01:11 PM
#19
Windows 98 brought DirectX, while Windows 95 got it through an update. This wasn't due to Windows NT. Games struggled to develop because there was no OpenGL or similar tools, plus very basic DCI and WinG systems. OpenGL came out in 1992 but was restricted to Silicon Graphics for certain uses. After Silicon Graphics faced financial trouble and nearly shut down, they released OpenGL in 1997 and made it open. At first it was quite simple compared to DirectX, though not as advanced as DCI or WinG. OpenGL also worked on Linux and Mac alongside Windows. It lagged behind DirectX for a while until Microsoft paused its DirectX work, letting OpenGL close the gap and now compete seriously with it.
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kip1113
06-28-2016, 01:11 PM #19

Windows 98 brought DirectX, while Windows 95 got it through an update. This wasn't due to Windows NT. Games struggled to develop because there was no OpenGL or similar tools, plus very basic DCI and WinG systems. OpenGL came out in 1992 but was restricted to Silicon Graphics for certain uses. After Silicon Graphics faced financial trouble and nearly shut down, they released OpenGL in 1997 and made it open. At first it was quite simple compared to DirectX, though not as advanced as DCI or WinG. OpenGL also worked on Linux and Mac alongside Windows. It lagged behind DirectX for a while until Microsoft paused its DirectX work, letting OpenGL close the gap and now compete seriously with it.

E
Eneruu
Member
178
06-30-2016, 07:20 AM
#20
Mostly understood. Using 95 and 98 allowed me to run pure MS-DOS for games, but not with the NT-based kernel.
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Eneruu
06-30-2016, 07:20 AM #20

Mostly understood. Using 95 and 98 allowed me to run pure MS-DOS for games, but not with the NT-based kernel.

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