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Old 11-15-2011, 04:34 PM
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Quote:
Originally Posted by Tree_UK View Post
it also meant that technically they could stick dx11 on the side of the box to mislead potential customers.
I can see by Krupi and Tree_UK's response that there is 'still' some confusion with regards to CoD being advertised as a DirectX® 11 game.

Allow me..

The root of the confusing stems from the difference between DirectX® 11 capable and DirectX® 11 API support

Where:
'capable' means the game makes use of the DirectX® 11 'feature levels'
'API support' refers to the DirectX® 11 Application Programming Interface Support


With that said the following details are provided as proof that the idea that CoD was 'advertised' as a DirectX® 11 'capable' game is a myth.

As with most things, the devil is in the details. So to fully understand the difference between between DX11 'capable' and DX11 'API support' we go to the source, in this case, Microsoft for the definition/description.

Quote:
Originally Posted by Microsoft
msdn Getting Started with DirectX Graphics
To handle the diversity of video cards in new and existing machines, Microsoft Direct3D 11 introduces the concept of feature levels. Each video card implements a certain level of Microsoft Direct3D functionality depending on the graphics processing unit (GPU) installed. In prior versions of Direct3D, you could find out the version of Direct3D the video card implemented, and then program your application accordingly. With Direct3D 11, a new paradigm is introduced called feature levels. A feature level is a well defined set of GPU functionality. For instance, the 9_1 feature level implements the functionality that was implemented in Microsoft Direct3D 9, which exposes the capabilities of shader models ps_2_x and vs_2_x, while the 11_0 feature level implements the functionality that was implemented in Direct3D 11. Now when you create a device, you can attempt to create a device for the feature level that you want to request. If the device creation works, that feature level exists, if not, the hardware does not support that feature level. You can either try to recreate a device at a lower feature level or you can choose to exit the application.
Quote:
Originally Posted by Microsoft
msdn Direct3D 11 on Downlevel Hardware (aka feature level)
Microsoft DirectX graphics provides a set of APIs that you can use to create games and other high-performance multimedia applications. DirectX graphics includes support for high-performance 2-D and 3-D graphics.

For 3-D graphics, use the Microsoft Direct3D 11 API. Even if you have Microsoft Direct3D 9-level or Microsoft Direct3D 10-level hardware, you can use the Direct3D 11API and target a feature level 9_x or feature level 10_x device.
In English, if a game developer uses the DX11-API the game can be switched to use DX9.1, DX9.2, DX9.3, DX10.0, DX10.1, or DX11.0 'feature levels' via a config file. Which is exactly what CoD does via the conf.ini file. Which was not possible, or, at least much harder to do with previous DX-APIs.

With that said, it should be clear to all now that it is possible for a game to be making use of the DX11-API, yet, be running DX10, or lower, 'feature levels'

Now that the difference between DX11 'capable' and DX11 'API support' has been explained lets take another look at the 1C and UBI 'advertising' to see if it makes more since.

First up is the 1C CoD web site, i.e.

Quote:
Originally Posted by 1C
1C IL-2 Sturmovik: Cliffs of Dover: Features
New 3D engine – Latest-gen graphics engine with DX10 and DX11 API support.
As you can see, there is no false advertising here. 1C clearly states the 3D engine has DX10 support (as in feature levels) and makes use of (supports) the DX11 API.

Next up the UBI web site, i.e.

Quote:
Originally Posted by 1C
UBI IL-2 Sturmovik: Cliffs of Dover: PC Configuration
VIDEO CARDirectX® 9.0c compliant, 512Mb Video Card (1GB DirectX® 10 recommended)
Once again, there is no false advertising here either. UBI clearly points out a DX10 compliant video card is recommended.

Hope this helps!
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