Microsoft DirectX 11 is a set of drivers that offer better Audio and visual experience. It is specially designed for windows 7 and windows 8 operating system. Continuous updating Direct X 11.2 & Direct X 11.3 is also available on the market. There are various platforms that guide you on how to get DirectX 11. The installation process is easy. You can run the Compatibility GPU test for direct X 11.
Microsoft DirectX 11 is a group of technologies designed to make Windows-based computers an ideal platform for running and displaying applications rich in multimedia elements such as full-color graphics, video, 3D animation, and rich audio. The tool includes security and performance updates, along with many new features across all technologies, which can be accessed by applications using the DirectX APIs.
The Microsoft DirectX® End-User Runtime provides updates to 11 and previous versions of DirectX — the core Windows® technology that drives high-speed multimedia and games on the PC.
It is out and ready for use by your game today to exploit the latest in video hardware features as well as current generation machines. This talk brings you up to speed with the API, offers tips on how to get your renderer up and running, presents key feature overviews, and shows how to deploy your application. Attending this talk is highly recommended if you are attending other app presentations.
Note that the DirectX Runtime (Direct3D, DirectInput, DirectSound) is not part of this package as it is included as part of the Windows operating system, and therefore cannot be installed or uninstalled. Updating the DirectX Runtime is achieved by installing the latest Service Pack or obtaining a newer version of Windows PC.
Microsoft DirectX 11 is included in Windows 7 and Server 2008 R2. There is no stand-alone update package for this version. You can update DirectX by installing the service pack and update listed below. To upgrade DirectX further, you will need to upgrade your operating system.
The program is included in Windows 8, Windows RT, and Windows Server 2012. There is no stand-alone update package for the software. You can only install this DirectX version through Windows Update in Windows 8, Windows RT and Windows Server 2012.
The tool is included in Windows 8.1, Windows RT 8.1 and Windows Server 2012 R2. There is no stand-alone update package for the app. You can only install this DirectX version through Windows Update in Windows 8.1, Windows RT 8.1 and Windows Server 2012 R2.
Microsoft DirectX 11 Technologies Key Features Direct X 11
Below are the main noticeable features of DX 11
Shader Model 5.0.
Direct Compute 11.
HDR Texture Compression.
This is a complete list of the features in DirectX 11.
You can run DirectX 11 on downlevel hardware by specifying a feature level when you create a device.
You can perform tessellation (see Tessellation Overview) by using the following shader types:
It supports multithreading (see MultiThreading)
Multithread resource/shader/object creation
Multithreaded Display list creation
It expands shaders with the following features (see Shader Model 5)
Addressable resources – textures, constant buffers, and samplers
Additional resource types, such as read/write buffers and textures (see New Resource Types).
Compute shader (see Compute Shader Overview) – A shader that speeds up computations by dividing the problem space between several software threads or groups of threads, and sharing data among shader registers to significantly reduce the amount of data required to input into a shader. Algorithms that the compute shader can significantly improve include post-processing, animation, physics, and artificial intelligence.
Geometry shader (see Geometry Shader Features)
Instancing – Allows the geometry shader to output a maximum of 1024 vertices, or any combination of instances and vertices up to 1024 (maximum of 32 instances of 32 vertices each).
Coverage as PS Input
Programmable Interpolation of Inputs – The pixel shader can evaluate attributes within the pixel, anywhere on the multisample grid
Centroid sampling of attributes must obey the following rules:
If all samples in the primitive are covered, the attribute is evaluated at the pixel center regardless of whether the sample pattern has a sample location at the pixel center.
Otherwise, the attribute is evaluated at the first covered sample, that is, the sample with the lowest index among all sample indexes. In this situation, sample coverage is determined after applying the logical AND operation to the coverage and the sample-mask rasterizer state.
If no samples are covered (such as on helper pixels that are executed off the bounds of a primitive to fill out 2×2 pixel stamps), the attribute is evaluated in one of the following ways:
If the sample-mask rasterizer state is a subset of the samples in the pixel, the first sample that is covered by the sample-mask rasterizer state is the evaluation point.
Otherwise, in the full sample-mask condition, the pixel center is the evaluation point.
It expands textures (see Textures Overview) with the following features
Support for multi-component textures – specify a channel to load from
Support for programmable offsets
Texture clamps to limit WDDM preload
16K texture limits
Require 8-bits of subtext and sub-MIP precision on texture filtering
New texture compression formats (1 new LDR format and 1 new HDR format)
This software supports conservative oDepth – This algorithm allows a pixel shader to compare the per-pixel depth value of the pixel shader with that in the rasterizer. The result enables early depth culling operations while maintaining the ability to output depth from a pixel shader.
It supports stream output improvements
Addressable Stream output
Increase Stream output count to 4
Change all stream output buffers to be multi-element
It supports Shader Model 5 (see Shader Model 5)
Doubles with deforms
Count bits set instruction
Find first bit set instruction
Bit reversal instructions for FFTs
Conditional Swap intrinsic
Shader conversion instructions – fp16 to fp32 and vice versa
Structured buffer, which is a new type of buffer containing structured elements.
It supports read-only depth or stencil views
Disables writes to the part that is read-only, allows for using texture as input and for depth-culling
It supports draw indirect – DirectX 10 implements DrawAuto, which takes content (generated by the GPU) and renders it (on the GPU). DirectX 11 generalizes DrawAuto so that it can be called by a Compute Shader using DrawInstanced and DrawIndexedInstanced.
Microsoft DirectX 11 supports miscellaneous features
Per-resource mipmap clamping
Depth Bias – This algorithm updates the behavior of depth bias, by using rasterizer state. The result eliminates the scenarios where the calculated bias could be NaN.
Resource limits – Resource indices are still required to be <= 32 bits, but resources can be larger than 4 GB.
1-Bit Format and Text Filter Remove
Microsoft DirectX 11 Software Other Features
Runtime Supports all hardware level from DirectX 10 onward
DirectX 10 GPU will only have access to A subset of DirectX 11 functionality
Only DirectX 11 GPU Support full functionality(including DirectCompute 11 and improved Multi-threading)
Runtime works in Windows 7 and Windows Vista( With Windows update)
Microsoft DirectX 9 VS Microsoft DirectX 11 Comparison
Direct3d 11 Windows 10 is fundamentally the same type of API as Direct3D 9 – a low-level, virtualized interface into graphics hardware. It still allows you to perform graphics drawing operations on a variety of hardware implementations. The layout of the graphics API has changed since Direct3D 9 the concept of a device context has been expanded, and an API has been added specifically for graphics infrastructure. Resources stored on the Direct3D device have a novel mechanism for data polymorphism called a resource view.
In DirectX 9 free download and Direct3D 10.x, there was a single Direct3D device object which managed resource creation, state, and drawing. In Direct3D 11, the Direct3D device interface still manages resource creation, but all state and drawing operations are handled by using a Direct3D device context. Here’s an example of how the device context is used to set up the rendering chain:
Set and clear render target views (and depth stencil view)
Set the vertex buffer, index buffer, and input layout for the input assembler stage (IA stage)
Bind vertex and pixel shaders to the pipeline
Bind constant buffers to shaders
Bind texture views and samplers to the pixel shader
Draw the scene
Windows Vista Service Pack 2 32-bit
Hard Disk Space
20 GB free
Windows 7 Service Pack
ATI graphics card support
DirectX10 Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
Video Card Memory
Microsoft DirectX 11
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Wednesday, 28, November 2018
Microsoft Corporation/ DirectX 11
DirectX 11 and DirectX 12 are included with these Windows versions. Updates will be available through Windows Update. There is no stand-alone package for these versions of DirectX.
Microsoft DirectX 11 is licensed as Freeware for Windows PC (32-bit and 64-bit) operating system/platform from components without restrictions.