. What's New in the June 2010 DirectX SDK This version of the DirectX SDK contains the following new features, tools, and documentation. Visual Studio 2010 Support The June 2010 DirectX SDK includes support for Visual Studio 2010. The DirectX SDK will continue to support Visual Studio 2008 as well.
However, Visual Studio 2005 will no longer be supported. PIX: Object Naming Support The June 2010 version of PIX supports naming for most resource objects in Direct3D (D3D). Direct3D enables developers to attach arbitrary data to objects in D3D code using the SetPrivateData API for application-specific usage. PIX will now display specific string data for objects in the Object Table and other user interface elements where a human-readable object name will provide a much more effective experience for the user. PIX: Usability Improvements The June 2010 version of PIX includes improvements to the PIX user interface:. The Object Table shows the size and shader model for each shader.
In the Shader Debugger, there is a new toolbar button that enables the display of all constant registers/variables immediately, rather than the first time they are read. In the Shader Debugger, it is possible to copy register and variable data to the clipboard. The Summary pane has a new Direct3D Information section, that shows details about what Direct3D capabilities are present on the computer.
Debugging D3D applications can be a pain, but it´s completely necessary sometimes if you want to know what´s going on in your D3D application (error codes don´t give much information without the debug output). However, in the latest versions of Windows (8.1), Visual Studio (2013) and DirectX (11.2).
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The following video explains some of the changes related to D3D Debugging, the DirectX Control Panel, and how all the new infrastructure works: You can also access the content. Keep in mind that some of the DirectX features are no longer distributed with the DirectX SDK, but with the Windows SDK. So, we will try to cover all the possible cases you could face when trying to activate the Debug Output in D3D, no matter if you work in Windows 7 with the old version of (June 2010), if you are in Windows 7 or Windows 8 and use, or if you are in the latest Windows 8.1 with its own. The New DirectX Control Panel We will need to deal with it to enable D3D debug and to manage other stuff, so first thing is to learn to differentiate between the old one (June 2010 DirectX SDK) and the new ones (Windows SDK). It´s easy: the new ones only include one tab (Direct3D 10.x/11.x). Location: C: Windows System32 So, if you are developing for D3D 10.x or 11.x, use the new one as the old one won´t have any effect.
If you are still using D3D9 and the old DX SDK 2010, grab the one on your left. Note: See the above video to learn about new features in the panel like the “Feature level limit”. Windows 7 D3D 9.x If you are still developing with D3D9, honestly you should seriously consider moving forward. But if you can´t, and you need to enable debug in your app, you just need to use the OLD Control Panel described above, and navigate to the Direct3D 9 tab to make sure you select “Use Debug Version of Direct3D 9”, and turn the Debug Output Level to “More”, just like depicted in the following image: That should force your DirectX applications to use the Debug version of the DirectX libraries, so you should immediately start to see debug output in Visual Studio. Managed D3D9 applications (SlimDX, SharpDX and similar wrappers) If you are developing in C#, keep in mind that you will also need to activate the flag “Enable native code debugging” under the Debug tab of your main project properties in Visual Studio.
If not, the native debug output cannot get through to the output window. D3D 10.x / 11.x Important None: The necessary components for debugging D3D 10.x and 11.x are no longer installed with the old DirectX SDK (June 2010). In order to have them you need to install the (even if you are in Win7).
If you don´t have the necessary components, the creation of the device with the 'debug' flag will fail (see below for more info). One easy way to check if you have the components is to check the existance of the NEW DX Control Panel, in C: Windows System32. Activating the debug output in D3D 10.x / 11.x is a bit different, as settings are handled per application (you need to add your exe to a list in the control panel, and set an specific configuration for it in there). To do so, please follow these steps:. 1.- Open the NEW DirectX Control Panel and navigate to the Direct3D 10.x / 11 tab. 2.- Click on “Edit List” to add your exe to the list of applications controlled by the DX panel. 3.- In the window that will pop up (below), click on the dots “” and navigate to your exe file.
Then click “Ok”. 4.- Back in the main tab, choose the configuration you want (probably want to set “Force On” to force debug output), and mute all the message types you don´t want to see (if any) Once your exe is on the list of apps the Control Panel manages, next step is to make sure your D3D device connects to the of DirectX. You can find more info, but basically what you need to do is create your Device with Creation Flags including the D3D11CREATEDEVICEDEBUG flag. Managed D3D 10.x /11.x applications (SlimDX, SharpDX and similar wrappers) Just like with D3D 9, when developing in C# you should remember to activate the flag “Enable native code debugging” under the Debug tab of your main project properties in Visual Studio. If not, the native debug output cannot get through to the output window (see above in this post for more info). Windows 8.x + Windows SDK This part covers the case when working in Windows 8.x with the newer versions of the Windows SDK.
D3D 9.x Debugging D3D 9 applications in Windows 8 should work exactly the same as we did in Windows 7. Of course, the new Windows SDK doesn’t include tools to configure D3D9, so you should install the June 2010 DX SDK to get access to the OLD control panel. I couldn’t make sure this works as all my machines are updated to Windows 8.1, so any feedback here will be really welcome. What I can tell you is that, unfortunately, D3D9 debugging seems to be disabled in Windows 8.1. If you open the OLD DX Control Panel, you will see that all the debug parts of the D3D 9 tab are grayed out. I tried by all means to bring it back with no luck, so i f you manage to enable it, please let me know.
D3D 10.x / 11.x Enabling debug output for D3D 10.x and 11.x is pretty much the same as in the case of Windows 7, unless this time you will need to use the NEW version of the DX Control Panel, located in C: Windows System32 instead of the usual DXSDK folders. Also, remember to create your devices specifying the D3D11CREATEDEVICEDEBUG creation flag (as described above), and in the case of developing in C#, remember to activate the “Enable native code debugging” option in your main project.
Troubleshooting. The application works but I get no debug output: If you are in D3D9, make sure you activated the Debug libraries in the old DX Control Panel. Also, if you work in C#, ensure to activate the “Enable native code debugging” option.
If you work in D3D 10/11, make sure you created the device with the D3D11CREATEDEVICEDEBUG flag, and don´t forget to add your app to the list of programs managed by the DX Control Panel. In all cases, always use the appropriate DX Control Panel (see above to learn about this). In D3D 10.x / 11.x, the application fails while trying to create the device with the DEBUG creation flag: This usually happens if you don´t have the correct SDK installed. If you are in Windows 7 or in Windows 8, make sure you install the. If you are in the latest Windows 8.1 you should install its own, as it´s not compatible with the 8.0 SDK version. One easy way to check if you have the components is to check the existance of the NEW DX Control Panel, in C: Windows System32.
Pamplona, Navarra, Spain Inaki Ayucar is Software Engineer with more than 14 years of professional experience in software development and project/team management. He started working as C developer for embedded hardware systems, graphics and communications in CEIT and Lander. Later, and after four years working as an.Net Analyst for the public administration (Tracasa), he founded Simax Virt S.L. (www.simaxvirt.com), a Simulation&Training Solutions company which developes cutting-edge simulation technology and that has been the exclusive supplier of corporations like Toyota Motor Europe and Bentley Motors. Between 2009 and 2013, Inaki has been continuously awarded as one of the 36 experts in DirectX technology worldwide, through the program Microsoft MVP (Most Valuable Professional). Right after that, he became a part of Microsoft Game Studios, moved to England and joined Rare as a Sr Tools&Pipeline Engineer. In 2014, he joined Electronic Arts as a Sr.
Internationalization Engineer, helping to improve technologies like Frostbite and Ignite. Now as Associate Technical Director, he leads the Internationalization Team at EA Loc, working on most EA titles for all platforms.
I've started a thread here - in addition to so that this information reaches the most people possible. Please note that I'm not recommending that anyone do this and play the game with this work around, just that this workaround allows the game to load past the first half second where it would normally crash for many people. The crashes upon running eso.exe (32 and 64) stem from a call to DirectX11 that is not being interpreted by the system (video card drivers) properly. Some new systems that have updated video drivers (one on top of the next for a long, long time) instead of doing clean installs have also had this crash on launch happen - as mine did. In order to get around the crash, a player / user can do the following: 1. Install the dxcpl (DirectX Control Panel) from the (free) or the (also free).
Note that the Windows 8 SDK works for Windows 7 as well. Add the eso.exe and eso64.exe executables to the list of executables to affect (click the Edit List button and add both one at a time - probably from C: Program Files (x86) Zenimax Online The Elder Scrolls Online game client) 3. Put a check mark in 'Force WARP' at the bottom of the window. Select 111 from the Feature level limit to the left of the 'Force WARP' check box. Click Apply, then OK The simple explanation: This will cause software to pretend that the system (video card and respective drivers) supports DirectX 11 in the way that the ZOS developers have coded the requirement (or some sort of function call upon opening the game client - which doesn't make sense, though that's how they did it). I tried this on an older laptop (Intel HD 3000 which does not support past DirectX 10.1), and it let me log in, though the load screen of 5 minutes caused a time out after that. I believe that if anyone gets past that point and into the game (I've not tried the 5 minute load screen again), then the game will play VERY poorly, as all of the DirectX 11 optimizations will be handled by the CPU instead of the GPU (video card), so quality of everything will go down significantly.
Regarding my own system, a reformat / re-install (GTX Titan Black) fixed my crashing issue. My wife's GTX 970 system started working after uninstalling the nVidia drivers, rebooting, then re-installing the latest ones (released a day or two ago on their web site).
Hopefully this will help the developers identify what they added into this patch that causes the crash on execution of eso.exe. I believe that instead of crashing, if the game truly will not support (even at lower settings) players without DirectX 11 capable video cards then it will - upon correction of the bug, give a graceful exit with an error message of 'Sorry player, your video card is too old for this game, please go buy a new one!' Hopefully we'll get some people to test this for you, and tomorrow morning your dev crew can look into it in more detail. Have a good night! Edited by Crown on March 10, 2016 2:27AM.
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Graphics cards have dedicated hardware to run these game features, and the people who coded a computer game can make use of these hardware features by calling the HAL. HOWEVER, and this is where ESO developers have currently failed in the latest patch: If the call for the HAL to run a directX 11 feature returns that that particular feature is not present in HARDWARE, then there should be a line of code which then calls the HEL to fill in the gaps - the Hardware Emulation Layer then uses software, and the power of your CPU (rather than graphics card hardware) to emulate the missing features and adds them to the game seamlessly. The HEL will hence fill the gaps for just the very few extra features which are not hardware supported on the graphics card, and so long as the CPU isn't terrible, this should we be seamless, and the game will play as designed. In this way, the game developers are in no way stopped from using and new graphical features in DirectX 11 or even DirectX 12, and do not need to compromise - simply call HAL for any features they want to use, and HEL for any features not present on the users graphics card.
As to ESO in the latest patches - the game in its entirety can be forced to play ENTIRELY using HEL (independently of whatever the graphics card is), I have already tested this using the dxcpl DirectX tool, so this PROVES that the game can work regardless of what graphics card is being used.
Dxcpl direcxt11 emulator run directx 11 games with directx 10 cards. Here is a simple Tool for Windows User with DirectX 10 Cards and a strong System ( I5 better I7 ) CPU´s. I use a I7 with a Geforce Gtx 260 Black Edition Card. MSI Afterburner. Follow these easy steps and u can play directx 11 Games with directx 10 Cards. Download it here: Next Video: Have Fun:) DirectX Download: Microsoft DirectX is a collection of low-level Application Programming Interfaces (APIs) that gives high-performance hardware-accelerated multimedia support to Windows programs.DirectX provides capabilities to control the tasks related to multimedia i.e video and game, on Microsoft platforms.Actually directX can handle display and audio-cards of computer, which authorizes applications to supply immersive music and audio effects and realistic three-dimensional (3-D) graphics.
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Wanna run Dx11 Shaders on DX10.1 compatible GPU, Follow this. I only tested it on Windows 8, and I guess it will only work on Windows 8. According to Microsoft Windows 8 has a DirectX Warper capable of Executing Dx 9 to Dx 11.1 Shaders itself. The file is D3d10warp.dll Now how to make use of that, simple. Go to - c: windows system32 and open the 'dxcpl.exe'. It will have a n option o 'Edit List'.
This Dxcpl.exe is a kind of setting for Dx10 and Dx11 Now add the Executable game or application on the List. For eg: to test its working I added the Openglviewer.exe to the list. THEN If you look carefully in the Dxcpl.exe window, at the bottom you have an Option of 'Force Warp'. And keep the 'Feature Level Limit' to '111'. And then click OK. What did I see and feel: As because Microsoft has told that tis can emulate the Dx11 Features on a Dx10 GPU, so I used this on the app OpenGLVierwer.exe, now when I run the program without including it in the Dxcpl.exe list, it showed that my PC was a Dx 10.1 i.e Shader Model 4.1 supporter and when I had included that in the list, it showed Dx 11 as the Feature Level and Shader Model 5.0!!! Well to verify, I included many games in the Dxcpl.exe list and ran them.
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Believe it or not, The visual look did change for the games. The quality was sharp, clear and smooth. I did not do any performance tests, but while playing I felt no change or degrade in performance. Although 2 Games did not work when I included them, they are: NFS Most wanted 2, and Sleeping Dogs, rest all the games were working fine and the looks did change on the better side. Well, this is Still under testing.
You all can try it as well. Click to expand.Thx I will try it. BTW did you installed also the DirectX SDK? I installed latest which I found - From june 2010. Can you also please make screenshot of the table? Thx EDIT: I don't know if it was this update or the windows SDK 8 which I installed but now I have the DXcpl in system 32 with this option. But when I choose the Force WARP and DX v11 on OpenGL viewer, the program report my system like DX 10.1 and shader 4.1.
(my notebook natively support DX11 and shader 5.0) When I uncheck Force Warp it report 'correctly' Of course DX11.1 it still report as 11.0. Click to expand. To force a game run in dx 9 / dx 10 mode I found out something. Create a shortcut of the game executable, then RIGHT CLICK the shortcut and open its PROPERTIES. Then edit the TARGET location and add this command line. ( -dx9 / -dxlevel9 ) For EG I created a shortcut of NFS13, then rightclicked and opend the property window and the target location was: 'F: Program Files (x86) EA Games Need for Speed Most Wanted NFS13.exe' So edited it to 'F: Program Files (x86) EA Games Need for Speed Most Wanted NFS13.exe' -dx9 OR try with, 'F: Program Files (x86) EA Games Need for Speed Most Wanted NFS13.exe' -dxlevel9.
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The -dx9 can be -dx10, -dx101 also according to the directX level you want the game to run in. Remember at the end of the target line give a SPACE and then add the -dx9.
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