The guys over at Bright Side of News have posted up an interesting article today that details what DirectX 11 means for the PC/Gaming industry and why consumers may not care. Here's a portion from the article:

In any new technology, you can see a series of stages. There's the early development stage in labs and experiments and academic projects, and then an infant stage where things are finally available to the public, an unsteady toddler stage where capabilities are discovered and explored, a semi-stable childhood where lots of internal growth happens but big business has yet to take it seriously, then a sudden catapult into an awkward adolescence that can completely change everything, and finally a settling in to maturity where change is slow and incremental.
Is 3D acceleration hardware now about as exciting as modern American politics?
3D graphics hardware has hit the maturity plateau. Early on there was a big war of architecture like triangles vs. infinite planes, rasterizers vs. tile rendering, quadratic surfaces, etc. The 2nd generation came in and swept all before it like magic (or Voodoo) and for a while it was unsure who of the old guard would make the 2D to 3D transition and which of the newcomers would make the 3D to 2D transition.
To check out the rest of this new article be sure to visit here.

In any new technology, you can see a series of stages. There's the early development stage in labs and experiments and academic projects, and then an infant stage where things are finally available to the public, an unsteady toddler stage where capabilities are discovered and explored, a semi-stable childhood where lots of internal growth happens but big business has yet to take it seriously, then a sudden catapult into an awkward adolescence that can completely change everything, and finally a settling in to maturity where change is slow and incremental.
Is 3D acceleration hardware now about as exciting as modern American politics?
3D graphics hardware has hit the maturity plateau. Early on there was a big war of architecture like triangles vs. infinite planes, rasterizers vs. tile rendering, quadratic surfaces, etc. The 2nd generation came in and swept all before it like magic (or Voodoo) and for a while it was unsure who of the old guard would make the 2D to 3D transition and which of the newcomers would make the 3D to 2D transition.
Features matured slowly (32-bit color) but capacity improved quickly (texture pipelines) for a while, and then suddenly this was A Big Deal(TM) when desktop OEMs (at the insistence of their customers following their prophet Carmack) decided every PC needed a 3D accelerator. Suddenly it was a war of T-buffer vs. T&L vs. Tile Rendering vs. Two Chips Rendering Alternate Frames vs. Two Monitor Support.
Mistakes and fortunes were made, lawsuits filed, triumphs celebrated, cheating exposed, allegiances shifted, dreams dashed. In the end the dust cleared leaving a stable two party system with the occasional bit player (Oy!) from a sideline (or 3) to raise just enough hope (or fear) of change to keep things from stagnation.
Mistakes and fortunes were made, lawsuits filed, triumphs celebrated, cheating exposed, allegiances shifted, dreams dashed. In the end the dust cleared leaving a stable two party system with the occasional bit player (Oy!) from a sideline (or 3) to raise just enough hope (or fear) of change to keep things from stagnation.
To check out the rest of this new article be sure to visit here.

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