DirectX 11 is a version of Microsoft's popular DirectX graphics technology. It is used for creating high-end games and other multimedia applications that require the highest level of performance from the graphics hardware. It's designed to take full advantage of the latest GPU and CPU hardware to maximize the performance of games and multimedia applications. By harnessing the power of the latest DirectX-compatible graphics hardware, developers are able to create more immersive and visually stunning experiences.New and improved features and capabilitiesDirectX 11 provides developers and gamers with a wide range of new features and capabilities. One of the most significant new features is the tessellation technology. This technology allows developers to create detailed and realistic 3D environments without sacrificing performance. Tessellation also allows developers to take advantage of hardware tessellation to produce more efficient models. Furthermore, DirectX 11 also includes support for compute shaders, which allows developers to use the GPU to perform general purpose computing tasks such as physics simulation and AI.Support for multi-core CPUsThis download provides improved performance for multi-core CPUs and by taking advantage of multi-threading technology, DirectX 11 is able to spread the workload across multiple cores, enabling games to make better use of the available processing power. This can result in improved frame rates continue and smoother gameplay experiences.With compatible graphics cards aside, it also provides enhanced support for 3D audio. It takes advantage of the latest 3D audio technologies, allowing for a more immersive audio experience in gaming. This can provide you with a more realistic and engaging gaming experience.Improved gaming, powered by your compatible graphics cardDirectX 11 also includes a range of features designed to improve the gaming experience; some of which include improved support for anti-aliasing (which can help reduce the jagged edges of 3D images) along with improved support for advanced lighting techniques such as ambient occlusion and global illumination. These features can help to make games look more realistic and provide a more immersive experience.All in all, DirectX 11 provides improved graphics, better performance and increased visual fidelity for gamers which enables developers to create games with more complex graphics and effects along with performance improvements and smoother gameplay.Graphics processing, pixel shader, multi-threading This iteration of DirectX includes graphics in full color, video support, rich audio streaming and the ability to run 3D graphics with the proper polygons and pixel shaders. It also comes with full installation for Direct3D 11 as well as the technologies included in other versions of the package that have grown up with the various versions of Windows over the past decade including DirectX 9 and DirectX 10.The DirectX Runtime that this package installs updates Direct3D, DirectInput and DirectSound; all components of the DirectX 11 series of updates.There may be issues with older video cards and especially those running on older versions of Windows such as Windows XP and Windows Vista. This can often lead to error messages such as Your graphics card does not support DirectX 11 features. A new video card is generally required to solve this issue.Issues with Windows 10 systemsWindows 10 is fully compliant with DirectX 11 and all versions of Windows 8 and Windows 10 come pre-installed with DirectX 11. With that said, if there's an issue being experienced with graphics display on your PC, then this DirectX Runtime can be installed to solve that issue.All in all, DirectX 11 is a huge step forward in video graphics processing and enables all of the most advanced features available in games for previous generations of Windows with the newest version, DirectX 12, taking the torch and improving on that even more.Features of DirectX 11Compute shaders: These allow the GPU to perform general purpose computing tasks, enabling it to be used for things like physics simulations and video decoding.
DXGI 1.1: This provides support for stereoscopic 3D displays and output duplication.
DXGI 1.2: This introduces support for full-screen transitions and output merging.
DXGI 1.3: This introduces support for stereo 3D stereo displays and automatic stereo rendering.
Direct2D: This allows for the creation of hardware-accelerated 2D graphics.
Direct3D 11.1: This introduces support for tiled resources and conservative rasterization.
Direct3D 11.2: This introduces support for mutable textures and increased resource binding capabilities.
Direct3D 11: This provides support for rendering 3D graphics using hardware acceleration.
DirectWrite: This allows for the rendering of text using hardware acceleration.
Hardware tessellation: This allows for more detailed geometry to be drawn on the screen, resulting in more realistic graphics.
Multithreaded rendering: This allows the GPU to perform multiple tasks concurrently, improving performance.
Compatibility and LicenseDirectX 11 is provided under a freeware license on Windows from components with no restrictions on usage. Download and installation of this PC software is free and 11 is the latest version last time we checked.
pixel shader 1.1 free download Full Version
DirectX 11 can be used on a computer running Windows 11 or Windows 10. Previous versions of the operating system shouldn't be a problem with Windows 8, Windows 7 and Windows Vista having been tested. Windows XP is supported. It runs on both 32-bit and 64-bit systems with no dedicated 64-bit download provided.Filed under: DirectX 11 DownloadFree ComponentsWe have tested DirectX 11 11 against malware with several different programs. We certify that this program is clean of viruses, malware and trojans.Free Download for Windows 95.63 MB - Tested clean$$ Cost:Free Freeware
Pixel shader 1.3 (and other variants) are hard-coded into thevideo card and its drivers. If you have a very fast processor and agood amount of ram, you may be able to get around the pixel shaderrequirement by downloading "3DAnalyze" or "Swiftshader 2.0" toemulate pixel shader.
Khronos has introduced a new extension named VK_EXT_graphics_pipeline_library that allows for shaders to be compiled much earlier than at full Pipeline State Object (PSO) creation time. By leveraging this extension, I was able to avoid many causes of frame hitches due to PSOs being late-created at draw time in the Source 2 Vulkan renderer.
Uses a special framebuffer attachment to control fragment shading rates for different framebuffer regions. This allows explicit control over the number of fragment shader invocations for each pixel covered by a fragment
The very first version of PhotoSpiralysis (version alpha) is a Windows Desktop application. It is currently not maintained anymore and will not contain all features of the never versions. It is still available for download here.
* OS: Windows 7 64 bit (32 bit NOT supported) * Processor: Intel Core i5-3230M @ 2.60GHz or equivalent AMD processor and above * Memory: 4 GB RAM * Graphics: 256 MB DX 9 Compliant videocard with pixel shader 3,0 * DirectX: Version 9.0c * Storage: 2 GB available space * Sound Card: DirectX 9 Compatible Audio * Additional Notes: Minimum Resolution: 1024 x 768
You can experience the result of all this for yourself by visiting this VRChat world. You will require a VRChat account and the corresponding client, both of which are free and give you access to a massive social platform full of user-created content such as this (no VR headset required!).
Multiplication is fully working in C, but not in HLSL - it requires the mulh family of instructions, which give you the upper 32-bit of a 32 by 32 multiplication. This would require a single 64-bit multiply, which is not available for our shader target, so I decided to emulate it using double-precision floating-point numbers for now. This is stupid.[3]
Now that we have a C version up and running, one of the first challenges for porting it to a shader is state encoding and decoding. To make it more obvious why this is important, here is what our fragment shader will look like in the end (simplified):
Even if it is working, writing such a large shader is not a joy. I get that register allocation is a hard problem, but if gcc and clang can compile the same program in C within milliseconds, why do I have to wait upwards of 10 minutes for the HLSL version to compile?!
The only way currently to get pixel data from a shader into Udon is via the OnPostRender callback. If the behaviour is on a Camera object, this will be called once per frame. Within it, Buffer.ReadPixels can be used to retrieve the actual pixel data into a Read/Write enabled static Texture2D object. The individual pixels can then be accessed as Color structs. But not so fast, a Unity Color contains four float values at 8-bit precision, and alpha is premultiplied - so simply reading our state/RAM texture which uses Integer-Format with 128 bpp is out of the question.
Output is currently handled via a ring-buffer that is shared with Udon using the same mechanism as the Debug View mentioned above. Udon then simply puts the characters to a Unity UI Canvas. I plan on replacing this with a fully shader-based terminal renderer in the future, this would also allow me to properly implement ANSI/VT100 escape codes - vim vs emacs live debate in VRChat anyone?
The shader model can be identified using a Microsoft utility called DirectX Capabilities Viewer. If the shader model is older than version 6, but the graphics card or chip is fairly new, the display driver may need to be updated. 2ff7e9595c
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