Now that here is much more new blood in the SI team from game developing side you would think theres some more focus toward this issue. : )
On 6 August 2012 22:01, Matt Lind <[email protected]> wrote: > We would've used DX10 if it had been implemented as our principal engine > developer invented HLSL when he previously worked at Microsoft. Instead, > because DX9 was so buggy and slow, he had to implement our realtime shaders > in OpenGL because it was the only thing that was functional in Softimage. > However it doesn't match our game 'look' 100% as our game engine uses some > DirectX extensions that aren't available in OpenGL. Our programmers don't > want to touch shaders in Softimage anymore because they're tired of having > to rewrite all the HLSL shaders from the game into OpenGL code each time > there's an update. > > While integrating DX11 would be great, the main problem performance-wise > is the number of queries Softimage performs to determine if a viewport > needs to be updated. We ran XSI through G-debug while troubleshooting our > shaders one day a while back and discovered roughly 20% of the time was > spent querying views to determine if something needed to be updated. I'm > told most game engines spend less than 1% doing that task. > > > Matt > > > > > > -----Original Message----- > From: [email protected] [mailto: > [email protected]] On Behalf Of Luc-Eric Rousseau > Sent: Sunday, August 05, 2012 1:16 PM > To: [email protected] > Subject: Re: Is the next Softimage also getting that DirectX 11 threatment? > > There is an audience that needs DirectX 11 authoring in the app, this > isn't a either/or proposal. These guys don't need at all Mental Ray, > Arnold, or Renderman authoring. > > In Softimage, we dropped DX10 at one point during a RTS viewport re-write, > given the amount of work required and the lack of interest. > (Only the team that did Lost Planet used it, I think?) DX is not a "make > pretty" switch, it's a graphic API, very different from DX9, that you can > then use to implement a renderer and specify your own shaders which you > must somehow author. The API itself does almost nothing, but it does > specify a high minimal hardware requirement for shader features support and > of course ability to write much more complex shaders. > > On Sun, Aug 5, 2012 at 3:14 PM, Stefan Andersson <[email protected]> > wrote: > > I would also say that it affects a lot of us working with commercials > > also (most that I know of uses Linux and not Windows). > > > > On Thu, Aug 2, 2012 at 8:26 PM, Serguei Kalentchouk > > <[email protected]> wrote: > >> Hmm DirectX... does this mean no Linux (or Mac) support then? > >> So this feature would be pretty much useless for the majority of Maya > >> users working in film? > >> > >> Looks pretty through! > >

