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If you use Windows 8.1, you should already have the DirectX 11 runtime installer available through Windows Update. If youre running an earlier version of Windows, you should be able to download and install it via the Windows Update website or Windows Update after running DirectXDiag. Regardless of your Windows version, youll also need to install the DirectX SDK for whatever version of Windows youre currently running.
Nvidia has introduced GameWorks 9.1, the latest version of its GameWorks suite of technologies. This release brings a number of welcome additions, most notably support for DirectX 11 features such as Stereo Vision, Volumetric Lighting, and Deferred Lighting Environment Lighting (DLT) in the latest games, including the Force Unleashed and the upcoming Sniper Elite 4. In addition, there are a lot of other changes in some of the GameWorks features. In our review of the GameWorks 9.1 in this month’s issue of Maximum PC, we provide a list of all the changes in GameWorks 9.1. Some of the additional features being added to GameWorks include DirectX 11 features such as Image Based Lighting, Mesh Shader Model 4, and the newest version of Physically Based Shading (PBS).
The setup will search for a Hardware and Software setting that is not present and prompts you to install (Figure 4). Sometimes this is a big issue, but Vista is a robust OS, and once you are in you can follow the instructions from the screen. Windows 7 has the same problem. Once installed you are ready to begin the DirectX update (Figure 5). Once completed you will want to reboot. Vista will ask if you want to force the reboot. Select Yes. You will then be able to make sure that everything was successful. You can now also install the DX11 config tool.
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* More specifically, DirectX 12 is a successor to DirectX 11, and is a new version of the DirectX API. It’s designed to address performance needs across a wide range of devices. DirectX 12 is a development preview, and is the result of a collaboration between Microsoft and its hardware partners. In contrast to DirectX 11, which was first available in Windows Vista, DirectX 12 will be released as part of DirectX SDK for Windows 7 and Windows 8.1, so that it will be available on Windows 7 and Windows 8.1 as an option. This means that DirectX 12 will be at least backward compatible with DirectX 11. The DXGI 1.2 is adopted in DirectX 12, so that the D3D12 API supports earlier versions of DirectX (D3D10 and D3D11), meaning that the D3D12 API can be used on DirectX 11. DirectX 12 is not accessible on a Windows XP or Vista computer.
The DirectX 12 is not accessible on the Windows XP or Vista platforms, but the D3D12 API supports earlier versions of DirectX (D3D10 and D3D11), meaning that the DirectX 12 can be used on DirectX 11. Some popular online games, such as League of Legends, are planned to use the D3D12 API, which is considered a high-performance DirectX API. Therefore, for these games, exploring the performance scalability of DirectX 12 multithreaded rendering on current mainstream multicore platforms, and studying the methods of making full use of this feature have important reference value for the development and optimization of the majority of games.
The DirectX 11 API provides the basis for all DirectX11 applications. The DirectX 11 API is designed for the Microsoft Windows and Xbox platforms and will be the standard API of DirectX11. These APIs are provided for game developers to write games that utilize DirectX to render images and sounds. The DirectX API is available for the Windows XP and Windows Vista platforms only.
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DirectX 11 Description


DirectX 10 provides the link between the graphics hardware and the API, just as OpenGL was the API used to bridge between graphics hardware and the API. DirectX 10 provides the API and a series of extensions and shaders are used to provide access to all the features on your graphics card. We will discuss some of these features in more detail in this demo, but first lets look at the API in general.
If your current 3D graphics card uses OpenGL, you can import your existing shaders into DirectX 10 without any problems. DX10’s Shader Model 5.0 is backwards compatible with the most recent OpenGL versions allowing you to use your existing shaders with the new API.
Of course, some of the most widely used APIs will have some influence on the effects or performance your application might produce. These APIs are DirectX 12, D3D12 and D3D11. In addition, each API has different hardware requirements.
The Windows Store application runtime does have some limitations. You cannot start a Direct3D 11 application if the Render Output does not have an available DirectX version, which includes Windows 8.1/Windows RT and Windows 8. Both Windows 8 and Windows RT run on ARM processors and without an ARM supported DirectX library, you would not be able to run a DirectX application. In a few years time, I expect Microsoft to introduce an ARM version of the Windows Store application runtime that runs on x86 processors. They would then be able to successfully create an application that can run on Windows 8 and Windows 8.1 devices.
In order to compile Direct3D 11 applications for the Windows Store application runtime, you will need to reference the Windows Store DirectX Patched libraries: Windows.Storage.dll and Windows.Graphics.Display.dll. After adding the directory where these libraries are located to your C:\Program Files (x86)\Reference Assemblies\Microsoft\Framework.NETPortable\v4.0\
you will need to add the following using statement to your code.
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DirectX 11 Features


- New Media Encoding
- New Audio and DirectSound
- Full version 9.0
- DirectX 11.1 Features:
- Improved Geometry Shading
- MIPMAP Support in SRCCOPY draw calls
- NEW Procedural Texturing
- DXGI 1.0
- Device Lost and Restored
- DXGI 1.1
- New Batch Mode
DirectX 11 System Requirements


- CPU: 2.5 GHz
- GPU: GeForce GTX 650 or higher
- RAM: 1 GB
- HDD: 2 GB
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