zarx said:
I was talking about a presumably DX11 compliant unified shader GPU emulating an older DX9 compliant GPU, nothing to do with running DX11 code on a DX9 card or getting a DX9 engine to use DX10/11 effects. Ether of those things is obviously not possible (without rewriting the game), we were talking about maintainging backwards compatability and whether moving to a newer GPU architecture would cause problems for the PS4. I can't say I know much about the subject, but I know that DX9 engines can run on DX10 or higher cards without a problem so assumably MS managed to maintain backwards compatability when moving to DX10 and later DX11 architectures. Not that that means that Sony will be abale to do the same thing exactly as console games are often written to take advantage of quirks of the hardware meaning they will do strange and complex things that the hardware was not perhaps invisioned doing which could cause problems with compatability beyond keeping an API compatible that is why a straight hardware level legacy mode is preferable. But that is not really feasible as no one makes GPU architectures like the RSX anymore, without resorting to keeping an RSX arround for backwards compatability like the first PS3s did anyway, so a higher level solution will need to be found. |
Ah, thought you meant something else. I'm not 100% sure as I don't work for either graphic card vendors, but I'm sure it won't be a problem. The bottom line for compatability is the assembly. As long as they don't remove and as long as they keep the performance of legacy assembly ops, backwards compatability won't be an issue. It hasn't even been much of an issue since Nvidia and ATI took over the market.








