The DirectX 11 support coming to CrossOver and Wine will let more Windows games just run on Linux. Direct. X 1. 2s new rendering features are coming to Direct. X 1. 1. 3 too. At this years Intel Developer Conference and Nvidias Maxwell Editors Day, Microsoft were busy banging the Direct. Tzedakah Box Template there. X 1. 2 drum. They were demonstrating its CPU efficiency boosts as well as talking up the new rendering features theyre implementing to show off the latest GPU hardware around. Microsoft also announced the new rendering features are also going to be part of the Direct. X 1. 1. 3 API, which is being shipped at the same time as Direct. DirectX12PreviewGDC_512.jpg' alt='New Directx 11 Games' title='New Directx 11 Games' />X 1. That sounds great, but it also fills me with fear. Back in 2. 00. 7, Direct. X 1. 0 was exclusive to Vista, leaving popular Windows XP in the dust. The same thing could happen with Windows 7 and Direct. X 1. 2. Microsoft wasnt talking about which versions of Windows Direct. X 1. 2 would land on when it showed off the API, but it was talking about some impressive new features. The principal development lead for Direct. D, Max Mullen, must have thought I was stalking him. Sat in the front row for his talk at IDF in San Francisco, I was scribbling down notes about frighteningly complex coding paths that my feeble mind could scarcely compute, and then the following day Id tracked him down to Monterey at Nvidias Editors Day covering the new Maxwell graphics cards. The new Direct. X 1. API is set to really revolutionize the way developers code their games for the PC. The improvements to CPU overhead efficiency and boosted scalability across multiple cores are going to do great things for us folk with multi core processors yknow, all of us and thats something Intel itself is eager to support. 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The tools are a lot easier now, its a lot easier to manage the different things going on in codes. DX1. 2 is structured to allow easier segmentation of your code so that you can do multi threading. Direct. X 1. 2s efficiency benefits are going to do great things for small form factor machines a growing segment in PCs and mobile gaming too. The balancing act that DX1. CPU and GPU load, demonstrated by the asteroid demo Intel and Microsoft were showing at both SIGGRAPH and IDF, means that the API is able to determine when the GPU needs the most power and can cut back the CPU when its not being needed. This means you can dial back the CPU cooling as the chips not being so heavily used, greatly reducing fan noise, and that also means in the mobile world your processor isnt chewing through your precious battery life so quickly. At Nvidias Editors Day though the focus, obviously, was on graphics performance. In particular on a set of new rendering techniques that are being introduced to the next generations of the Direct. D family of APIs. Mc. Mullen introduced four new rendering features rasterizer ordered views, typed UAV load, volume tiled resources and conservative rasterization. The reason these were being first spoken about at an event demonstrating Nvidias latest graphics architecture is because they link directly in with new graphical effects theyre both hoping developers take on board. The first technique, rasterizer ordered views, is very much like the Direct. D extension Intel introduced last year, Pixel Sync. They both allow for order independent transparency, a tricky thing to reproduce in real time gaming, and that means well get cheaper and more effective blended textures and complex transparent objects hopefully including smoke effects. Volume tiled resources and conservative rasterization both lead into the new voxel based lighting system, VXGI Voxel Global Illumination, that Nvidia has introduced with their new Maxwell GPU architecture. Thats a method of lighting a scene based on light rays bouncing off surfaces. To be able to function in real time on a GPU it only calculates the first bounce, but it leads to incredibly accurate lighting models. VXGI looks like being an important step on the path to genuine real time ray tracing. You can read more about it here. It was first researched by Nvidia engineers back in 2. Microsoft has been doing with Direct. D 1. 2 and the new hardware acceleration that the GTX 9. PC rather than a hulking great workstation. VXGI basically converts a scene into voxels, surrounding the images in large boxes, and then calculates how light moves and reacts through those boxes. The twin benefits of volume tiled resources and conservative rasterization allow this voxelisation of a scene to be done quicker, cheaper and with a greater degree of accuracy. New Directx 11 Games' title='New Directx 11 Games' />This voxelisation isnt actually rendered out to the display though, so you wont see Witcher 3 rendered as a set of boxes for example, but it will use the lighting data to create incredibly accurate lighting models. These new features arent restricted to Direct. X 1. 2 though. The reason were doing this really is Direct. D 1. 2 is an awesome improvement in the ability to render rich, immersive scenes with lots of objects, explained Mc. Mullen, but not every game actually needs the CPU overhead reduction or the scalability across cores. Direct. 3D 1. 1 has been, and is, a great API for a large number of games, and will be for the next few years. If youre not CPU limited, chances are you are GPU limited. If you look at the history of hardware features, they tend to do two things. They either enable new scenarios that were never possible before, or they greatly increase efficiency in what youre already rendering. Thats exactly why were bringing these new rendering features to 1. If your game still fits the CPU profile of D3. D1. 1, but you need more GPU perf youll get it with the new hardware features. So well get all this new graphical goodness dropped into Direct. X 1. 1. 3 when thats released alongside Direct. X 1. 2 next year. On the surface that sounds great and fingers crossed its only happening so existing Direct. X 1. 1 coded games will be able to leverage their benefits. But my concern is that it will more easily enable Microsoft to limit Direct. X 1. 2 support to either Windows 8 or 9, cutting out the hardcore Windows 7 fans, in order to encourage them to upgrade. If Windows 7 is limited to Direct. X 1. 1. 3 with Direct. X 1. 2 being restricted to later versions of Microsofts operating system theres going to be a lot of upset PC gamers out there. Heres hoping thats not the case.