DirectX Versions: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(More screenshots. I like these ones - each level's visibly different.)
(More shots! Some displacement map texture blending, directional lightmaps and reflective water.)
Line 1: Line 1:
[[Category:Material System]]
[[Category:Material System]]
{{stub}}
==Introduction==
==Introduction==
This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX.
This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX.
Line 14: Line 13:


===DirectX 8.0===
===DirectX 8.0===
*Refractions with the use of a du/dv map
*Refractions with the use of a ''du/dv'' map
*Dynamic shadows
*Dynamic shadows
*Directional lighting on world brushes using normal maps
*Directional lighting on world brushes using normal maps
*Bumpmaps and other shaders
*Cube-mapped specular effects
*Cubed specular maps
*Cube-mapped water
*Low-quality reflective water (used sparingly)


===DirectX 8.1===
===DirectX 8.1===
Line 24: Line 24:


===DirectX 9===
===DirectX 9===
*Refractions with the use of a bump map
*Refractions with the use of a bump-map
*True reflection for water
*High-quality reflective water (used frequently)
*Softer edge dynamic shadows
*Softer edge dynamic shadows
*Normal-mapped lighting on models
*Normal-mapped lighting on models
Line 31: Line 31:


==Sample Screenshots==
==Sample Screenshots==
 
===Canals===
===Zombie===
These screenshots demonstrate displacement map texture blending, directional lightmaps and cubemapped then reflective water.
 
{|
{|
| DirectX 6.0 || [[Image:zombie_dx6.jpg]]
| DirectX 6.0 || [[Image:canals5_dx6.jpg]]
|-
|-
| DirectX 7.0 || [[Image:zombie_dx7.jpg]]
| DirectX 7.0 || [[Image:canals5_dx7.jpg]]
|-
|-
| DirectX 8.0 || [[Image:zombie_dx8.jpg]]
| DirectX 8.0 || [[Image:canals5_dx8.jpg]]
|-
|-
| DirectX 8.1 || [[Image:zombie_dx81.jpg]]
| DirectX 8.1 || [[Image:canals5_dx81.jpg]]
|-
|-
| DirectX 9.0 || [[Image:zombie_dx9.jpg]]
| DirectX 9.0 || [[Image:canals5_dx9.jpg]]
|}
|}


===Dropship===
===Dropship===
 
These screenshots show shadow quality at different rendering levels, ranging from none to soft, dynamic shadows.
{|
{|
| DirectX 6.0 || [[Image:canals2_dx6.jpg]]
| DirectX 6.0 || [[Image:canals2_dx6.jpg]]
Line 58: Line 57:
|-
|-
| DirectX 9.0 || [[Image:canals2_dx9.jpg]]
| DirectX 9.0 || [[Image:canals2_dx9.jpg]]
|}
===Zombie===
These screenshots demonstrate the use of normal-mapping on models. The final shot has full, normal-mapped lighting.
{|
| DirectX 6.0 || [[Image:zombie_dx6.jpg]]
|-
| DirectX 7.0 || [[Image:zombie_dx7.jpg]]
|-
| DirectX 8.0 || [[Image:zombie_dx8.jpg]]
|-
| DirectX 8.1 || [[Image:zombie_dx81.jpg]]
|-
| DirectX 9.0 || [[Image:zombie_dx9.jpg]]
|}
|}

Revision as of 15:43, 7 July 2005

Introduction

This is a description of what each version of DirectX is capable of, for reference when creating fallback materials. Under each heading are features not available in previous versions of DirectX.

To test lower-quality DirectX levels on a more advanced graphics card, use the mat_dxlevel console CVAR. Set it to 60, 70, 80, 81 or 90 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of.

DirectX Capabilities

DirectX 6

DirectX 7

  • Blob shadows
  • Displacement map texture blending

DirectX 8.0

  • Refractions with the use of a du/dv map
  • Dynamic shadows
  • Directional lighting on world brushes using normal maps
  • Cube-mapped specular effects
  • Cube-mapped water
  • Low-quality reflective water (used sparingly)

DirectX 8.1

  • Soft edge dynamic shadows

DirectX 9

  • Refractions with the use of a bump-map
  • High-quality reflective water (used frequently)
  • Softer edge dynamic shadows
  • Normal-mapped lighting on models
  • Improved-quality specular effects

Sample Screenshots

Canals

These screenshots demonstrate displacement map texture blending, directional lightmaps and cubemapped then reflective water.

DirectX 6.0 Canals5 dx6.jpg
DirectX 7.0 Canals5 dx7.jpg
DirectX 8.0 Canals5 dx8.jpg
DirectX 8.1 Canals5 dx81.jpg
DirectX 9.0 Canals5 dx9.jpg

Dropship

These screenshots show shadow quality at different rendering levels, ranging from none to soft, dynamic shadows.

DirectX 6.0 Canals2 dx6.jpg
DirectX 7.0 Canals2 dx7.jpg
DirectX 8.0 Canals2 dx8.jpg
DirectX 8.1 Canals2 dx81.jpg
DirectX 9.0 Canals2 dx9.jpg

Zombie

These screenshots demonstrate the use of normal-mapping on models. The final shot has full, normal-mapped lighting.

DirectX 6.0 Zombie dx6.jpg
DirectX 7.0 Zombie dx7.jpg
DirectX 8.0 Zombie dx8.jpg
DirectX 8.1 Zombie dx81.jpg
DirectX 9.0 Zombie dx9.jpg