Wednesday 15 August 2012

c++ - Advantages or disadvantages to using Effects in DirectX 11 -



c++ - Advantages or disadvantages to using Effects in DirectX 11 -

i've been using id3d11vertexshader , other shaders loading them separately fx file. i've seen uses of effects load @ once, , seems lot more organized because can set effect can set shaders according technique in fx file. seems much easier, i've heard there performance problems when using effects. true? if so, there advantages using 1 on other?

the main disadvantage of using effects 11 back upwards in hlsl compiler deprecated , removed in future update.

the latest version of effects 11 on codeplex , there's discussion thread on topic.

effects historically has been easier learning , prototyping tool trying utilize 'raw' shaders. has made easier write interesting samples, it's not mandatory technology. makes aspects of creating direct3d shader content easier, makes binding dynamic , data-driven, , (now dated) standard annotation syntax (sas) supported various editors create 'shader tweakables' adjustable artist in tools familiar with. creating different hardware level fallbacks in same file has been useful advantage of effects.

most aaa games, however, have found hard performance , challenging customize. fx9 , fx10 both suffered beingness 'black boxes', fx11 have shared source runtime portion.

as alternatives, directx tool kit basiceffect 'stock' shaders useful learning , rapid prototyping tool, , familiar xna game studio 4 it's same shaders. can see bulk of direct3d 11 samples don't utilize effects 11.

effects 11 not recommended new applications, available. windows store apps windows 8.0 , windows phone 8.0 apps can't utilize since must have d3dcompile apis available @ runtime fx11 relies on meta-data reflection. technically work windows store apps windows 8.1 , windows phone 8.1 apps, win32 desktop apps. people have managed utilize xbox 1 well.

updated: effects hosted on github

c++ directx-11

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