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!
>
>

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