DirectX Versions: Difference between revisions

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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.


To test lower-quality DirectX levels on a more advanced graphics card, use the [[mat_dxlevel]] [[CVAR]]. Set it to 60, 70, 80, 81, 90, 95 or 98 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of.
To test lower-quality DirectX levels on a more advanced graphics card, use the [[mat_dxlevel]] [[ConVar]]. Set it to 60, 70, 80, 81, 90, 95 or 98 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of.


{{note|Source games and engine branches released by Valve since {{game name|l4d|name=Left 4 Dead}} no longer support DirectX versions below DirectX 9. The only modern Source engine branch that still supports older DirectX versions is {{game name|src13|name=Source 2013}}.}}
{{note|Source games and engine branches released by Valve since {{l4d|4}} no longer support DirectX versions below DirectX 9. The only modern Source engine branch that still supports older DirectX versions is {{src13|4}}.}}
{{note|Modern systems almost always run with DX9 or newer. Players running DX8 or older are [https://store.steampowered.com/hwsurvey/directx/ extremely rare]. Make alternate assets if you want, but almost no one will see them.}}
{{note|Modern systems almost always run with DX9 or newer. Players running DX8 or older are [https://store.steampowered.com/hwsurvey/directx/ extremely rare]. Make alternate assets if you want, but almost no one will see them.}}


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* Displacement map texture blending
* Displacement map texture blending


=== DirectX 8.0 ===
===DirectX 8.0===
DirectX 8-class graphics cards include the Nvidia GeForce4 Ti and most of the GeForce FX 5x00 series (while technically DirectX 9 cards, the latter suffer from major performance problems with the DX9 rendering path).
DirectX 8-class graphics cards include the Nvidia GeForce4 Ti and most of the GeForce FX 5x00 series (while technically DirectX 9 cards, the latter suffer from major performance problems with the DX9 rendering path).


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* Low-quality reflective water (used sparingly)
* Low-quality reflective water (used sparingly)


=== DirectX 8.1 ===
===DirectX 8.1===
DirectX 8.1-class graphics cards include the Nvidia GeForce FX 5800 and 5900 and the ATI RADEON 8500/9100 and 9000/9200 cards.
DirectX 8.1-class graphics cards include the Nvidia GeForce FX 5800 and 5900 and the ATI RADEON 8500/9100 and 9000/9200 cards.


* Soft edge dynamic shadows
* Soft edge dynamic shadows


=== DirectX 9 (Shader Model 2) ===
===DirectX 9 (Shader Model 2)===
DirectX 9-class graphics cards include the Nvidia GeForce 6600 and 6800 series and the ATI RADEON 9500/9600, 9700/9800, X300/X600 and X800 cards.  
DirectX 9-class graphics cards include the Nvidia GeForce 6600 and 6800 series and the ATI RADEON 9500/9600, 9700/9800, X300/X600 and X800 cards.  


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* Improved-quality specular effects
* Improved-quality specular effects
* [[HDR|High dynamic range rendering]]
* [[HDR|High dynamic range rendering]]
* [[Phong]] shading
* [[$phong|Phong]] shading
 
==== DX9 Shader Model 3 ====


====DX9 Shader Model 3====
Referred to as "DirectX 9.0+" and "dxlevel 95".
Referred to as "DirectX 9.0+" and "dxlevel 95".


* Lightwarp support
* Lightwarp support


==== DX9Ex ====
====DX9Ex====
Referred to as "dxlevel 98".
Referred to as "dxlevel 98".


* GPU [[Particle]] Physics
* GPU [[Particle System Overview|Particle]] Physics


== Sample screenshots ==
==Sample screenshots==
=== Canals ===
===Canals===
These screenshots demonstrate displacement map texture blending, directional lightmaps and cubemapped then reflective water.
These screenshots demonstrate displacement map texture blending, directional lightmaps and cubemapped then reflective water.
{| class=standard-table
{| class=standard-table
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|}
|}


=== Dropship ===
===Dropship===
These screenshots show shadow quality at different rendering levels, ranging from none to soft, dynamic shadows.
These screenshots show shadow quality at different rendering levels, ranging from none to soft, dynamic shadows.
{| class=standard-table
{| class=standard-table
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|}
|}


=== Storm drain ===
===Storm drain===
These screenshots show directional lightmaps and cube-mapped specular effects.
These screenshots show directional lightmaps and cube-mapped specular effects.
{| class=standard-table
{| class=standard-table
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|}
|}


=== Zombie ===
===Zombie===
These screenshots demonstrate the use of normal-mapping on models. The final shot has full, normal-mapped lighting.
These screenshots demonstrate the use of normal-mapping on models. The final shot has full, normal-mapped lighting.
{| class=standard-table
{| class=standard-table

Revision as of 10:41, 29 May 2022

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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 ConVar. Set it to 60, 70, 80, 81, 90, 95 or 98 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of.

Note.pngNote:Source games and engine branches released by Valve since Left 4 Dead Left 4 Dead no longer support DirectX versions below DirectX 9. The only modern Source engine branch that still supports older DirectX versions is Source 2013 Source 2013.
Note.pngNote:Modern systems almost always run with DX9 or newer. Players running DX8 or older are extremely rare. Make alternate assets if you want, but almost no one will see them.

DirectX Capabilities

DirectX 6

DirectX 6-class graphics cards include the Nvidia TNT2 and Matrox G400.

DirectX 7

DirectX 7-class graphics cards include the Nvidia GeForce 256, 2, 2MX and 4MX cards and the ATI Radeon 7xxx series.

  • Blob shadows
  • Displacement map texture blending

DirectX 8.0

DirectX 8-class graphics cards include the Nvidia GeForce4 Ti and most of the GeForce FX 5x00 series (while technically DirectX 9 cards, the latter suffer from major performance problems with the DX9 rendering path).

  • 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

DirectX 8.1-class graphics cards include the Nvidia GeForce FX 5800 and 5900 and the ATI RADEON 8500/9100 and 9000/9200 cards.

  • Soft edge dynamic shadows

DirectX 9 (Shader Model 2)

DirectX 9-class graphics cards include the Nvidia GeForce 6600 and 6800 series and the ATI RADEON 9500/9600, 9700/9800, X300/X600 and X800 cards.

  • 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
  • High dynamic range rendering
  • Phong shading

DX9 Shader Model 3

Referred to as "DirectX 9.0+" and "dxlevel 95".

  • Lightwarp support

DX9Ex

Referred to as "dxlevel 98".

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

Storm drain

These screenshots show directional lightmaps and cube-mapped specular effects.

DirectX 6.0 Canals3 dx6.jpg
DirectX 7.0 Canals3 dx7.jpg
DirectX 8.0 Canals3 dx8.jpg
DirectX 8.1 Canals3 dx81.jpg
DirectX 9.0 Canals3 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