Direct3d 9
Author: f | 2025-04-24
Shading (Direct3D 9) Presenting a Scene (Direct3D 9) Rendering Primitives (Direct3D 9) Depth Buffers (Direct3D 9) Fog (Direct3D 9) Alpha Blending (Direct3D 9) Line Drawing Support in Vertex Alpha (Direct3D 9) Material Alpha (Direct3D 9) Texture Alpha (Direct3D 9) Frame Buffer Alpha (Direct3D 9) Render Target Alpha (Direct3D 9) Samples that demonstrate
Direct3D 9 to Direct3D 10 Considerations (Direct3D 10)
Advanced Video Options, with Hardware & Software DirectX level highlighted and showing a new feature classic effects. High dynamic range moved to video options. On modern systems, the "Hardware DirectX level" (also referred to as "feature level") usually should display as "DirectX 9.0+" (or "DirectX 9.0" on any Intel graphics card).Source engine games (prior to Left 4 Dead), which primarily only runs on Direct3D 9, has a DirectX level systems to provide compatibility with older (DX8 or earlier) or weaker DirectX 9-capable GPUs, by disabling certain graphical features not available (or works poorly) in older/weaker graphics card and lowering the graphical settings.Each section has a description of what each version of DirectX is capable of, for reference when creating fallback materials for older GPUs with lower DirectX feature levels. Under each heading are features not available in previous versions of DirectX.To run the game with lower DirectX levels on the newer graphics card, use the mat_dxlevel cvar, or -dxlevel command line arguments. Set it to 60, 70, 80, 81, 90 or 95 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of. Risk of Confusion:There is a misconception that changing mat_dxlevel or dxlevel will also make Source engine runs on different version of Direct3D, but this is not true as changing mat_dxlevel (DirectX levels), does not actually change Direct3D version to Direct3D 8 or earlier. Source will always run on Direct3D 9 renderer (or Direct3D 11/12 on some third-party engine branches). However, various DirectX 9 features, assets and shaders will be disabled or fallback to DirectX 8 or earlier for compatibility with older graphics card, or to improve performance with older GPUs that have poor support for DirectX 9. Older DirectX levels are also used to allow Nvidia's RTX Remix (used in Portal with RTX and upcoming Half-Life 2 RTX, and requires fixed-function shaders) to add raytracing while also replacing DX7/DX8 level assets with PBR capable materials. Additionally, DirectX levels should not be confused with Direct3D versions. As a example, GeForce FX 5x00 by default, while support
Direct3D 9 to Direct3D 10 Considerations (Direct3D 10) - Win32
Of Direct3D 9 and Direct3D 10 multi-sampled render targets.Instanced draws and DrawAuto calls are now supported in the mesh viewer, shader debugger, and pixel history.Predicated draw calls are now respected in the mesh viewer.The Device, Shader Resource and Blend State views now display Direct3D 10.1-specific information when applicable.For Direct3D 10, swap-chain information (IDXGISwapChain) is now displayed in addition to the device information.2. New Bitrate Options for xWMA Audio CompressionIn addition to previously supported compression settings, the June release adds more and lower bitrate options to the xWMAEncoder tool, allowing users to achive better compression. The default encoder bitrate has changed from 96000 to 48000 bits per second.3. xAPO Effects LibraryThis release contains a new XAudio2 effects library (XAPOFX), implemented using XAudio2’s native xAPO format for real-time DSP effects. The xapofx.lib library contains a mastering limiter, a new lightweight reverberation to complement the existing Princeton Digital Reverb, and a 4-band equalizer effect.Before install DirectX 9 on windows, it’s recommended that turn on System Restore to create a restore point before installing because DirectX runtime cannot be uninstalled, so user only chance is to use System Restore to rollback the installation.Two download option to download latest DirectX 9:Online Version DirectX End-User Runtime Web Installer can be downloaded from Microsoft Download Center, which requires user to pass Windows Genuine Advantage validation. Or you can direct download the web installer dxwebsetup.exe for user who having problem to validate the system.Offline VersionFor user who wants to install DirectX 9 offline due to do not haveMapping FVF Codes to a Direct3D 9 Declaration (Direct3D 9)
Of D3DFVFCAPS_DONOTSTRIPELEMENTS and D3DFVFCAPS_TEXCOORDCOUNTMASK in the FVFCaps member of D3DCAPS9.Texture coordinates can be declared in different formats, allowing textures to be addressed using as few as one coordinate or as many as four texture coordinates (for 2D projected texture coordinates). For more information, see Texture Coordinate Formats (Direct3D 9). Use the D3DFVF_TEXCOORDSIZEN set of macros to create bit patterns that identify the texture coordinate formats that your vertex format uses.No application will use every component. The reciprocal homogeneous W (RHW) and vertex normal fields are mutually exclusive. Nor will most applications try to use all eight sets of texture coordinates, but Direct3D has this capacity. There are several restrictions on which flags you can use with other flags. For example, you cannot use the D3DFVF_XYZ and D3DFVF_XYZRHW flags together, as this would indicate that your application is describing a vertex's position with both untransformed and transformed vertices.To use indexed vertex blending, the D3DFVF_LASTBETA_UBYTE4 flag should appear at the end of the FVF declaration. The presence of this flag indicates that the fifth blending weight will be treated as a DWORD instead of float. For more information, see Indexed Vertex Blending (Direct3D 9).The following code samples shows the difference between an FVF code that uses the D3DFVF_LASTBETA_UBYTE4 flag and one that doesn't. The flag D3DFVF_XYZB3 is present when four blending indices are used because you always subtract the sum of the first three from the number one to obtain the fourth (blend₄ = 1 - (blend₁ + blend₂ + blend₃)).#define D3DFVF_BLENDVERTEX (D3DFVF_XYZB3|D3DFVF_NORMAL|D3DFVF_TEX1)struct BLENDVERTEX{ D3DXVECTOR3 v; // Referenced as v0 in the vertex shader FLOAT blend1; // Referenced as v1.x in the vertex shader FLOAT blend2; // Referenced as v1.y in the vertex shader FLOAT blend3; // Referenced as v1.z in the vertex shader // v1.w = 1.0 - (v1.x + v1.y. Shading (Direct3D 9) Presenting a Scene (Direct3D 9) Rendering Primitives (Direct3D 9) Depth Buffers (Direct3D 9) Fog (Direct3D 9) Alpha Blending (Direct3D 9) Line Drawing Support in Vertex Alpha (Direct3D 9) Material Alpha (Direct3D 9) Texture Alpha (Direct3D 9) Frame Buffer Alpha (Direct3D 9) Render Target Alpha (Direct3D 9) Samples that demonstrateDirect3D Devices (Direct3D 9) - Win32 apps
Blog Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. How to Fix Direct3D errors Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial Many computer games, as well as some 3D modelling programs, rely on the Direct3D component of DirectX to render graphics. If your computer has a problem with a DirectX file or a graphics driver, it can cause these programs to crash or not open. Windows includes a tool for testing your DirectX installation, and you can solve most issues by turning on hardware acceleration or updating DirectX and your video driver.InstructionsChecking the DirectX Installation1 Press "Windows-R" and enter "dxdiag" to run the DirectX Diagnostic Tool.2 Open the "Display" tab to see the status of Direct3D and other graphics components in DirectX.3 Read the "Notes" box to learn about any errors with Direct3D. If DirectX is installed correctly, it will read "No problems found."4 Read the "Feature Levels" line in the Drivers section to see which versions of DirectX your video card supports. Programs that require a version other than those listed will not work on your computer.5 Check the DirectX Features section to make sure each line reads "Enabled." If any line does not, you need to enable hardware acceleration.Enabling Hardware Acceleration6 Right-click the desktop and choose "Screen Resolution."7 Click "Advanced Settings."8 Open the "Troubleshooting" tab and click "Change Settings." Enter the administrator password if prompted.9 Slide the "Hardware Acceleration" option to "Full."Updating DirectX and Video Drivers10 Run Windows Update from the Control Panel to install updates for DirectX 11, available on Windows versions dating back to Vista. On Windows 8, Windows Update is the only method to update DirectX 11. On Windows 7 or Vista, you can alternatively download the updates manually (links in Resources).11 Download and open the DirectX End-User Runtime Web Installer (link in Resources) to update DirectX 9. DirectX 9 installs and runs separately from DirectX 11, and many games require it even on systems with DirectX 11 installed.12 Install the June 2010 version of DirectX 9 (link in Resources) if the Web Installer reports you already have an up to date version but you continue to have trouble with DirectX 9 applications. This offline installer includes every update to DirectX 9 and will reinstall over your existing copy, potentially fixing its problems.13 Update your video drivers either through Windows Update or by downloading drivers from the Nvidia, ATI or Intel website, depending on your graphics hardware. If you already have theDirect3D Architecture (Direct3D 9) - Win32 apps
To OpenGL calls, or uses DXVK to convert DirectX calls to Vulkan. Only on macOS and Linux, and other platforms/operating systems that do not support Direct3D and DirectX.DirectX 10Introduced with the release of Windows Vista (and it was only supported on Vista or later), DirectX 10 (and D3D10) is not supported on Windows XP. Referred to as "dxlevel 100". DirectX 10-class graphics cards include the Nvidia GeForce 8/9/100/200/300 series, Intel GMA X3100, X3500, GMA 4500, and the ATI Radeon HD 2000/3000 series cards.While Intel HD Graphics (2010), Intel HD 2000/3000 is technically a DX10 card, Source by default (according to dxsupport.cfg) forces it to run at dxlevel 90 instead of dxlevel 95, even if you launch the game for the first time with Nvidia/AMD high performance GPUs on a laptop with dual switchable GPU (integrated and dedicated). Also similarly on these Nvidia and ATI/AMD card, it will always run on dxlevel 95, since none of the Source engine game actually runs on D3D10 (but Dota 2 (pre-Reborn) and SFM, does use DX10 hardware/feature level.FeaturesUnified shader pipeline (fixed-function pipeline has been dropped)Shader Model 4.xSupported gamesWhile dxlevel 100 is mentioned in dxsupport.cfg on all games since Left 4 Dead engine branch and above (and used by default on some systems), none of the Source engine branch actually supports and use Direct3D 10.Additionally, Valve later said that DirectX 9 is still sufficient, therefore no Source engine games actually uses Direct3D 10.[5] All of the DX10 features shown in that PDF file was already supported on "dxlevel 95" (DirectX 9 SM 3.0) and Xbox 360 (which uses "dxlevel 98").D3D9 renderer with DX10 levelIn Source Filmmaker by default, aswell as Left 4 Dead engine branch (on some systems) up to the original release of Dota 2 (except and ),[6] these games runs on DX10 level, but the renderer still remains on Direct3D 9. In and , DX10 level can be only seen when using SourceMod (sm_cvar mat_dxlevel command).DirectX 11Referred to as "dxlevel 110".DirectX 11-class graphics cards include the Nvidia GeForce 400 (except GeForce 405) series, Intel HD Graphics 2500, HD 4000 (2012), and the ATIDirect3D Textures (Direct3D 9) - Win32 apps
Here, you will get the direct download link to download the SamFirm FRP Unlock Tool V1.4.3 all other versions easily, Also make sure to install the Samsung USB Driver on your computer.Ĭompatible OS: Windows 7, Windows 8, Windows 10 with 32&64bitĭownload: SamFirm Tool v1.4.3 Direct Link = Mega Link = (Mediafire Link). Important Step: Disable the Antivirus Protection first, otherwise, you will not able to Download and use this SamFirm FRP Tool V1.4.3 Download SamFirm FRP Tool V1.4.3 ( All Version) ► look on the Samsung phone Screen & Open browser. ► Make Sure SAMSUNG Phone Connect Wi-Fi Network. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.How to use Samfirm Tool ► Download SamFirm FRP Bypass Tool ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with. Keeping up with, finding, and installing the latest drivers can be a real hassle. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). ATIc Install Tool checks for the latest AMD video, software, and chipset drivers so all of your AMD hardware talks to each other properly for the best performance. The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.Direct3D Rendering (Direct3D 9) - Win32 apps
Title description ms.assetid ms.topic ms.date Direct3D 11.1 Features The following functionality has been added in Direct3D 11.1, which is included with Windows 8, Windows RT, and Windows Server 2012. 2203D2D2-ECF6-4753-90FA-12A52678DFBB reference 05/31/2018 The following functionality has been added in Direct3D 11.1, which is included with Windows 8, Windows RT, and Windows Server 2012. Partial support for Direct3D 11.1 is available on Windows 7 and Windows Server 2008 R2 via the Platform Update for Windows 7, which is available through the Platform Update for Windows 7.Shader tracing and compiler enhancementsDirect3D device sharingCheck support of new Direct3D 11.1 features and formatsUse HLSL minimum precisionSpecify user clip planes in HLSL on feature level 9 and higherCreate larger constant buffers than a shader can accessUse logical operations in a render targetForce the sample count to create a rasterizer stateProcess video resources with shadersExtended support for shared Texture2D resourcesChange subresources with new copy optionsDiscard resources and resource viewsSupport a larger number of UAVsBind a subrange of a constant buffer to a shaderRetrieve the subrange of a constant buffer that is bound to a shaderClear all or part of a resource viewMap SRVs of dynamic buffers with NO_OVERWRITEUse UAVs at every pipeline stageExtended support for WARP devicesUse Direct3D in Session 0 processesSupport for shadow buffer on feature level 9Related topicsShader tracing and compiler enhancementsDirect3D 11.1 lets you use shader tracing to ensure that your code is performing as intended and if it isn’t you can discover and remedy the problem. The Windows Software Development Kit (SDK) for Windows 8 contains HLSL compiler enhancements. Shader tracing and the HLSL compiler are implemented in D3dcompiler_nn.dll.The shader tracing API and the enhancements to the HLSL compiler consists of the following methods and functions.ID3D11RefDefaultTrackingOptions::SetTrackingOptionsID3D11RefTrackingOptions::SetTrackingOptionsID3D11TracingDevice::SetShaderTrackingOptionsID3D11TracingDevice::SetShaderTrackingOptionsByTypeID3D11ShaderTraceFactory::CreateShaderTraceID3D11ShaderTrace::TraceReadyID3D11ShaderTrace::ResetTraceID3D11ShaderTrace::GetTraceStatsID3D11ShaderTrace::PSSelectStampID3D11ShaderTrace::GetInitialRegisterContentsID3D11ShaderTrace::GetStepID3D11ShaderTrace::GetWrittenRegisterID3D11ShaderTrace::GetReadRegisterD3DCompile2D3DCompileFromFileD3DDisassemble11TraceD3DDisassembleRegionD3DGetTraceInstructionOffsetsD3DReadFileToBlobD3DSetBlobPartD3DWriteBlobToFileThe D3dcompiler.lib library requires D3dcompiler_nn.dll. This DLL is not part of Windows 8; it is in the \bin folder of the Windows SDK for Windows 8 along with the Fxc.exe command-line version of the HLSL compiler.NoteWhile you can use this library and DLL combination for development, you can't deploy Windows Store apps that use this combination. Therefore, you must instead compile HLSL shaders before you ship your. Shading (Direct3D 9) Presenting a Scene (Direct3D 9) Rendering Primitives (Direct3D 9) Depth Buffers (Direct3D 9) Fog (Direct3D 9) Alpha Blending (Direct3D 9) Line Drawing Support in Vertex Alpha (Direct3D 9) Material Alpha (Direct3D 9) Texture Alpha (Direct3D 9) Frame Buffer Alpha (Direct3D 9) Render Target Alpha (Direct3D 9) Samples that demonstrate
Direct3D 9 to Direct3D 10 Considerations (Direct3D 10)
Applications don't rely on these edge cases, they typically only affect one or two applications each. There are nevertheless quite a number of them. Dirty texture regions are tracked more accurately for Direct3D 8 and 9 texture uploads. Uploads of S3TC-compressed 3D textures require less address space. Since 3D textures can be potentially large, and address space exhaustion is a concern for 32-bit applications, S3TC-compressed 3D textures are uploaded per-slice, instead of in a single upload. The ID3D11Multithread interface is implemented. Various lighting calculation fixes and improvements for older DirectDraw applications have been made. Limited support for blits across swapchains is implemented. More shader reflection APIs are implemented. The wined3d CPU blitter can handle compressed source resources. Support for compressed destination resources was already implemented in a previous release. The Direct3D graphics card database recognizes more graphics cards. New HKEY_CURRENT_USERSoftwareWineDirect3D registry keys: "shader_backend" (REG_SZ) The shader backend to use. Possible values are "glsl" (default) for GLSL, "arb" for ARB vertex/fragment programs and "none" to disable shader support. "strict_shader_math" (REG_DWORD) Enable (0x1) or disable (0x0, default) stricter translation of Direct3D shaders, potentially at a performance cost. This currently only makes a difference with the default GLSL shader backend in combination with the proprietary NVIDIA drivers. Deprecated HKEY_CURRENT_USERSoftwareWineDirect3D registry key: "UseGLSL" This has been superseded by the "shader_backend" setting above. D3DX: Support for compressing textures using S3TC-compression is implemented. Various operations, like e.g. texture fills, on unmappable surfaces are implemented more correctly. Previously their implementation relied on the underlying Direct3D implementation notDirect3D 9 to Direct3D 10 Considerations (Direct3D 10) - Win32
Mode called "Quincunx" that uses a combination of 2X MSAA and a RAMDAC-based filter. This mode was intended to allow better quality anti-aliasing than 2X MSAA/SSAA but without the performance hit of 4X MSAA/SSAA. Higher anisotropic filtering levels (4x and 8x), however, incur a heavy performance decrease (sometimes by as much as 50%). However, compared to its main competitor, ATI's R200 series, GeForce3's anisotropic filtering implementation is less angle-dependent and can work simultaneously with trilinear filtering, yielding better quality when observed in motion.NV25 to NV28 | GeForce 4The next evolution in the NV2x architecture came in early 2002 in the form of the NV25 / GeForce 4 Ti series. The GeForce 4 Ti is quite similar to the GeForce 3 in general. Changes include higher clock speed, pixel shader 1.3 support, Direct3D 8.1 compliance, an additional vertex processor for better geometry performance and dual RAM DAC for dual display output. Later in 2002, NVIDIA released the NV28, which added AGP 8x support. With the NV28 release, the AGP 8x versions of the Ti 4400 and 4600 were respectively rebranded as the Ti 4800 SE and Ti 4800. The AGP 8x variant of the Ti 4200 was just known as the "Ti 4200 with AGP 8x."In the GeForce4 Ti line, the Ti 4200 is slowest and the Ti 4800 is fastest.Review from ixbtlabs GeForce 3 Ti500, Radeon 8500, GeForce 4 TiNV3x | GeForce FXThese are NVIDIA's first Direct3D 9 GPUs. They have excellent Direct3D 5-8 compatibility and performance but are of limited value for Direct3D 9. They are very useful for old games because they still have support for palettized textures and fog table. Similar anti-aliasing and anisotropic features, but performance with these is improved compared to older models. The high performance models like 5700 Ultra, 5800 Ultra and 59x0 Ultra allow one to run old games in high-resolution with anti-aliasing and anisotropic filtering.Avoid models with 64-bit bus and naming suffixes like LE, XT or VE because they have been crippled in some way. There were some PCIe models made, named GeForce PCX 5xxx.5200 NV4x | GeForce 6The GeForce 6 series (NV4x) was released in 2004 and is the first Direct3D 9.0c-compliant GPU. It introduced support for Shader Model 3.0 and support for PCI Express x16, though initially released cards were AGP-only. Compared to the GeForce FX series, the NV4x had dramatically improved performance all-around but dropped palettized texture support, so it is incompatible with some old games (few). This is NVIDIA's final generation of GPUs with Windows 9x and NT 4.0 support.Some of the GF 6800s and most of the GF 6600s made use of a PCIe to AGP bridge chip.GeForce 7The Geforce 7 was the last generation of NVidia graphics chips to support AGP.Ati/AMD continued to offer AGP-compatible graphics solutions for a while longer till the HD 4670.While mostly a direct improvement of the GeForce 6 series, it was the first generation to go by NVidia's new GPU naming scheme.The initial flagship 7800 GTX was later superseded by the. Shading (Direct3D 9) Presenting a Scene (Direct3D 9) Rendering Primitives (Direct3D 9) Depth Buffers (Direct3D 9) Fog (Direct3D 9) Alpha Blending (Direct3D 9) Line Drawing Support inMapping FVF Codes to a Direct3D 9 Declaration (Direct3D 9)
Latter suffer from major performance problems and graphical glitches with the DX9 rendering path).[4]FeaturesRefractions with the use of a du/dv mapDynamic shadowsDirectional lighting on world brushes using normal mapsCube-mapped specular effectsCube-mapped waterLow-quality reflective water (used sparingly)DirectX 8.1 compatibility levelReferred to as "DirectX 8.1" on video settings and "dxlevel 81". DirectX 8.1-class graphics cards include the Nvidia GeForce FX 5800 and 5900 and the ATI Radeon 8500/9100 and 9000/9200 cards.Like most of the GeForce FX 5x00 series card, both FX 5800 and 5900 (which are DX9 cards) also suffers from performance issues and graphical glitches on DirectX 9 level.[4] But unlike other GeForce FX 5x00 cards, it runs on DirectX 8.1 level which has soft dynamic shadows.FeaturesSoft edge dynamic shadowsDirectX 9 (Shader Model 2) Introduced in December 2002, referred to as "DirectX 9.0" and "dxlevel 90".DirectX 9-class graphics cards include the Nvidia GeForce 6 series (6600, 6800) and the ATI Radeon 9500/9600, 9700/9800, X300/X600 and X800 cards. FeaturesShader Model 2.0, 2.0a and 2.0bRefractions with the use of a bump-mapHigh-quality reflective water (used frequently)Softer edge dynamic shadowsThis means that the "High" shadows detail option will be visible and can be selected.To enable High shadows on Intel GPUs, use "-force_vendor_id 0x10DE -force_device_id 0x1088", tricking the game into thinking that the user has a "NVIDIA GeForce GTX 590", enabling High shadows.The command above may not be available in older Source games prior to 2012/2013, you can workaround this using other methods listed on PCGW.Normal-mapped lighting on modelsImproved-quality specular effectsSince Source 2006:High dynamic range rendering (disabled by default)Phong shadingColor CorrectionSince Source 2007:Motion BlurSince 20th anniversary:Defaults to MSAA 4XLOD set to "0" (r_lod)Detail distance up to "4096"Bicubic lightmap (disabled by default)Also available in all Team Fortress 2 branch games, but not listed on dxsupport.cfg.DirectX 9.0+ - Shader Model 3Referred to as "DirectX 9.0c", "dxlevel 92" (Mac/Linux) and "dxlevel 95" (Windows), aswell as "Direct3D 9.0c". This is the last version of Direct3D that support all version of Windows 98/98SE/ME/2000 and XP.DirectX 9.0+/Direct3D 9.0c class graphics card includes Nvidia GeForce 6 series (6600, 6800) and ATI Radeon X1000.Supported gamesdxlevel 95 (or DirectX 9.0c) was first introduced with Half-LifeComments
Advanced Video Options, with Hardware & Software DirectX level highlighted and showing a new feature classic effects. High dynamic range moved to video options. On modern systems, the "Hardware DirectX level" (also referred to as "feature level") usually should display as "DirectX 9.0+" (or "DirectX 9.0" on any Intel graphics card).Source engine games (prior to Left 4 Dead), which primarily only runs on Direct3D 9, has a DirectX level systems to provide compatibility with older (DX8 or earlier) or weaker DirectX 9-capable GPUs, by disabling certain graphical features not available (or works poorly) in older/weaker graphics card and lowering the graphical settings.Each section has a description of what each version of DirectX is capable of, for reference when creating fallback materials for older GPUs with lower DirectX feature levels. Under each heading are features not available in previous versions of DirectX.To run the game with lower DirectX levels on the newer graphics card, use the mat_dxlevel cvar, or -dxlevel command line arguments. Set it to 60, 70, 80, 81, 90 or 95 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of. Risk of Confusion:There is a misconception that changing mat_dxlevel or dxlevel will also make Source engine runs on different version of Direct3D, but this is not true as changing mat_dxlevel (DirectX levels), does not actually change Direct3D version to Direct3D 8 or earlier. Source will always run on Direct3D 9 renderer (or Direct3D 11/12 on some third-party engine branches). However, various DirectX 9 features, assets and shaders will be disabled or fallback to DirectX 8 or earlier for compatibility with older graphics card, or to improve performance with older GPUs that have poor support for DirectX 9. Older DirectX levels are also used to allow Nvidia's RTX Remix (used in Portal with RTX and upcoming Half-Life 2 RTX, and requires fixed-function shaders) to add raytracing while also replacing DX7/DX8 level assets with PBR capable materials. Additionally, DirectX levels should not be confused with Direct3D versions. As a example, GeForce FX 5x00 by default, while support
2025-04-20Of Direct3D 9 and Direct3D 10 multi-sampled render targets.Instanced draws and DrawAuto calls are now supported in the mesh viewer, shader debugger, and pixel history.Predicated draw calls are now respected in the mesh viewer.The Device, Shader Resource and Blend State views now display Direct3D 10.1-specific information when applicable.For Direct3D 10, swap-chain information (IDXGISwapChain) is now displayed in addition to the device information.2. New Bitrate Options for xWMA Audio CompressionIn addition to previously supported compression settings, the June release adds more and lower bitrate options to the xWMAEncoder tool, allowing users to achive better compression. The default encoder bitrate has changed from 96000 to 48000 bits per second.3. xAPO Effects LibraryThis release contains a new XAudio2 effects library (XAPOFX), implemented using XAudio2’s native xAPO format for real-time DSP effects. The xapofx.lib library contains a mastering limiter, a new lightweight reverberation to complement the existing Princeton Digital Reverb, and a 4-band equalizer effect.Before install DirectX 9 on windows, it’s recommended that turn on System Restore to create a restore point before installing because DirectX runtime cannot be uninstalled, so user only chance is to use System Restore to rollback the installation.Two download option to download latest DirectX 9:Online Version DirectX End-User Runtime Web Installer can be downloaded from Microsoft Download Center, which requires user to pass Windows Genuine Advantage validation. Or you can direct download the web installer dxwebsetup.exe for user who having problem to validate the system.Offline VersionFor user who wants to install DirectX 9 offline due to do not have
2025-03-31Blog Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. How to Fix Direct3D errors Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial Many computer games, as well as some 3D modelling programs, rely on the Direct3D component of DirectX to render graphics. If your computer has a problem with a DirectX file or a graphics driver, it can cause these programs to crash or not open. Windows includes a tool for testing your DirectX installation, and you can solve most issues by turning on hardware acceleration or updating DirectX and your video driver.InstructionsChecking the DirectX Installation1 Press "Windows-R" and enter "dxdiag" to run the DirectX Diagnostic Tool.2 Open the "Display" tab to see the status of Direct3D and other graphics components in DirectX.3 Read the "Notes" box to learn about any errors with Direct3D. If DirectX is installed correctly, it will read "No problems found."4 Read the "Feature Levels" line in the Drivers section to see which versions of DirectX your video card supports. Programs that require a version other than those listed will not work on your computer.5 Check the DirectX Features section to make sure each line reads "Enabled." If any line does not, you need to enable hardware acceleration.Enabling Hardware Acceleration6 Right-click the desktop and choose "Screen Resolution."7 Click "Advanced Settings."8 Open the "Troubleshooting" tab and click "Change Settings." Enter the administrator password if prompted.9 Slide the "Hardware Acceleration" option to "Full."Updating DirectX and Video Drivers10 Run Windows Update from the Control Panel to install updates for DirectX 11, available on Windows versions dating back to Vista. On Windows 8, Windows Update is the only method to update DirectX 11. On Windows 7 or Vista, you can alternatively download the updates manually (links in Resources).11 Download and open the DirectX End-User Runtime Web Installer (link in Resources) to update DirectX 9. DirectX 9 installs and runs separately from DirectX 11, and many games require it even on systems with DirectX 11 installed.12 Install the June 2010 version of DirectX 9 (link in Resources) if the Web Installer reports you already have an up to date version but you continue to have trouble with DirectX 9 applications. This offline installer includes every update to DirectX 9 and will reinstall over your existing copy, potentially fixing its problems.13 Update your video drivers either through Windows Update or by downloading drivers from the Nvidia, ATI or Intel website, depending on your graphics hardware. If you already have the
2025-04-09To OpenGL calls, or uses DXVK to convert DirectX calls to Vulkan. Only on macOS and Linux, and other platforms/operating systems that do not support Direct3D and DirectX.DirectX 10Introduced with the release of Windows Vista (and it was only supported on Vista or later), DirectX 10 (and D3D10) is not supported on Windows XP. Referred to as "dxlevel 100". DirectX 10-class graphics cards include the Nvidia GeForce 8/9/100/200/300 series, Intel GMA X3100, X3500, GMA 4500, and the ATI Radeon HD 2000/3000 series cards.While Intel HD Graphics (2010), Intel HD 2000/3000 is technically a DX10 card, Source by default (according to dxsupport.cfg) forces it to run at dxlevel 90 instead of dxlevel 95, even if you launch the game for the first time with Nvidia/AMD high performance GPUs on a laptop with dual switchable GPU (integrated and dedicated). Also similarly on these Nvidia and ATI/AMD card, it will always run on dxlevel 95, since none of the Source engine game actually runs on D3D10 (but Dota 2 (pre-Reborn) and SFM, does use DX10 hardware/feature level.FeaturesUnified shader pipeline (fixed-function pipeline has been dropped)Shader Model 4.xSupported gamesWhile dxlevel 100 is mentioned in dxsupport.cfg on all games since Left 4 Dead engine branch and above (and used by default on some systems), none of the Source engine branch actually supports and use Direct3D 10.Additionally, Valve later said that DirectX 9 is still sufficient, therefore no Source engine games actually uses Direct3D 10.[5] All of the DX10 features shown in that PDF file was already supported on "dxlevel 95" (DirectX 9 SM 3.0) and Xbox 360 (which uses "dxlevel 98").D3D9 renderer with DX10 levelIn Source Filmmaker by default, aswell as Left 4 Dead engine branch (on some systems) up to the original release of Dota 2 (except and ),[6] these games runs on DX10 level, but the renderer still remains on Direct3D 9. In and , DX10 level can be only seen when using SourceMod (sm_cvar mat_dxlevel command).DirectX 11Referred to as "dxlevel 110".DirectX 11-class graphics cards include the Nvidia GeForce 400 (except GeForce 405) series, Intel HD Graphics 2500, HD 4000 (2012), and the ATI
2025-04-03